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356 Commits
Author SHA1 Message Date
Cameron Gutman 6182553d79 Version 0.10.0 2019-04-07 13:21:02 -07:00
Cameron Gutman 905a0cdac1 Make GFE-reported errors more clear 2019-04-07 12:21:05 -07:00
Cameron Gutman f20ddcf26d Fix long delay in LiStopConnection() that can cause a hang on quit 2019-04-06 15:28:48 -07:00
Cameron Gutman fe26098c2b Fix quitting via Command-Q on macOS 2019-04-06 15:22:14 -07:00
Cameron Gutman 2354a0a640 Fix unresponsive GUI on quit if a polling operation is in progress 2019-04-06 13:11:36 -07:00
Cameron Gutman 7c3f09c70c Update poor connection behavior 2019-04-06 12:25:35 -07:00
Cameron Gutman caf5350fe6 Update SDL_GameControllerDB to e411d95fcda34c19270c2d12335fc47512a87dec 2019-04-06 12:06:52 -07:00
Cameron Gutman 84084835ce Refactor and fix the GridView centering code to avoid flipping between states 2019-04-06 11:48:58 -07:00
Cameron Gutman 7f38a67ede Fix brown-paper-bag bug in 948910bfa2 2019-04-03 21:13:12 -07:00
Cameron Gutman 54383b84ec Fix random deadlocks on window resize with the software decoder due to processing window messages off the render thread 2019-04-03 20:44:50 -07:00
Cameron Gutman 948910bfa2 Don't open the app context menu for mouse clicks 2019-04-03 20:27:00 -07:00
Cameron Gutman ce5dac07d3 Ensure the anchor hack stays in sync with changing margins prior to Qt 5.12 2019-04-01 22:12:49 -07:00
Cameron Gutman d4b0057423 Minor tweak to the label layout of running apps 2019-04-01 20:55:11 -07:00
Cameron Gutman de8b12f594 Fix grid view margins and scroll bar positioning on Qt 5.9 2019-04-01 20:40:52 -07:00
Cameron Gutman 69e31a0a37 Redesign the app view UI to feature larger game artwork and less text 2019-04-01 19:49:33 -07:00
Cameron Gutman c383cd39f4 Fix text wrapping with giant error messages 2019-04-01 18:31:13 -07:00
Cameron Gutman e88d2f0ab2 Add files and scripts to build for Steam Link 2019-03-31 23:26:17 -07:00
Cameron Gutman 32535578a0 Use newlines for the help text separator on the unmapped gamepad dialog 2019-03-31 20:10:56 -07:00
Cameron Gutman 2e9af8fef0 Fix focus and rejection of Yes/No dialogs on SL 2019-03-31 19:40:30 -07:00
Cameron Gutman 0aa87aacc6 Fix focus issues after dismissal of consecutive dialogs (like Add PC -> Add PC error) 2019-03-31 19:32:17 -07:00
Cameron Gutman bc38c302ed Cap the maximum width of the error dialogs 2019-03-31 19:05:38 -07:00
Cameron Gutman c724902508 Clean up code for new QC2 dialogs and remove some unused imports 2019-03-31 17:44:19 -07:00
Cameron Gutman 73604020d7 Rewrite dialog code to use Quick Controls 2 2019-03-31 17:24:25 -07:00
Cameron Gutman 060a00b9c7 Consolidate help handling into ErrorMessageDialog 2019-03-31 15:16:48 -07:00
Cameron Gutman 2cd32bf25a Move the cursor into the lower right corner on SL 2019-03-31 13:58:27 -07:00
Cameron Gutman 81ad1a18fa Fix error dialog focus issues after dismissal on Steam Link 2019-03-31 13:57:57 -07:00
Cameron Gutman 1d94903eef Add a hack to ensure the layout anchors work properly on Qt 5.11 and earlier 2019-03-30 12:28:18 -07:00
Cameron Gutman 2d7dcb495c Remove CAPABILITY_DIRECT_SUBMIT for the video decoder because it can block for significant time periods when D3D9 is reconfiguring display settings (and holding the D3D global lock)
This can cause false reports of packet loss.
2019-03-29 23:38:23 -07:00
Cameron Gutman bc580c9aaa Ensure SdlGamepadKeyNavigation is only re-enabled after the sessionFinished() callback to avoid conflicts with SdlInputHandler 2019-03-29 23:20:43 -07:00
Cameron Gutman f8e2740532 Add placeholder text when no PCs are present 2019-03-27 18:13:20 -07:00
Cameron Gutman a079ecd20b Improve transitions and eliminate conflicting anchor warnings 2019-03-27 01:28:46 -07:00
Cameron Gutman 89c8725766 Improve Add PC dialog readability on Windows 2019-03-27 00:39:25 -07:00
Cameron Gutman da7d532564 Move Add PC button to toolbar 2019-03-26 21:31:51 -07:00
Cameron Gutman 4752d4966d Improve Add PC dialog to have a proper text field 2019-03-26 21:12:53 -07:00
Cameron Gutman 50f47f1ed5 Fix handling of screen saver after fa4c0e82bd and reset background events hint for UI after streaming 2019-03-26 21:11:24 -07:00
Cameron Gutman 26bdc3e1d5 Avoid using ANGLE on debug builds due to assert issues on Qt 5.12.2 2019-03-24 19:23:02 -07:00
Cameron Gutman 764360c0f3 Avoid doing non-trivial work in onCheckedChanged on settings page load 2019-03-24 19:15:35 -07:00
Cameron Gutman 08482577eb Fix connection termination dialog regression from 03c0be0720 2019-03-24 15:19:38 -07:00
Cameron Gutman cabbba2448 Move status update overlay to bottom left for SDL 2019-03-23 21:14:21 -07:00
Cameron Gutman c48ed7bb0d Fix undefined variable usage after 2703efedef 2019-03-23 20:25:19 -07:00
Cameron Gutman fa4c0e82bd Only initialize the video subsystem once per launch 2019-03-23 17:46:42 -07:00
Cameron Gutman c0bf8b9c25 Remove redundant initializtion of SDL video 2019-03-23 14:26:08 -07:00
Cameron Gutman d2cff86c97 Refactor SdlGamepadKeyNavigation to avoid multiple reinitializations of SDL 2019-03-23 14:15:55 -07:00
Cameron Gutman 03c0be0720 Only display help options on platforms with web browsers 2019-03-23 13:51:34 -07:00
Cameron Gutman a3361363e4 Remove duplicate data files on Linux 2019-03-23 12:20:01 -07:00
Cameron Gutman 40e142c5c7 Add force feedback to feature list 2019-03-23 12:14:43 -07:00
Cameron Gutman 2703efedef Improve performance of looking up static system properties 2019-03-23 12:05:08 -07:00
Cameron Gutman c313f1a20b Embed our data files inside the binary with QRC 2019-03-23 10:45:44 -07:00
Cameron Gutman b7116657d9 Add SLAudio renderer for Steam Link 2019-03-22 23:08:10 -07:00
Cameron Gutman 2bf3f1b94b Refactor Steam Link support files 2019-03-22 22:51:08 -07:00
Cameron Gutman b78a7971d9 Fix the launch warning toasts on Qt 5.9 2019-03-22 21:30:06 -07:00
Cameron Gutman 5079bc4976 Fix SDL video initialization on Steam Link 2019-03-22 21:11:17 -07:00
Cameron Gutman 555032c15c Add fallback font hack for Steam Link 2019-03-22 20:53:02 -07:00
Cameron Gutman bcff327565 Use QRC URLs for the initialView value to fix loading from the QRC blob 2019-03-22 19:21:04 -07:00
Cameron Gutman e95ff989b1 Allow DXVA2 renderer blacklists to be bypassed 2019-03-21 20:44:30 -07:00
Cameron Gutman 018e8999e2 Add connection status overlay for the VT renderer 2019-03-18 20:56:53 -07:00
Cameron Gutman f624a1817e Add preference and tweak connection warning 2019-03-18 20:21:52 -07:00
Cameron Gutman 202a643e5a Fix size of the status update overlay on DXVA2 2019-03-17 15:12:25 -07:00
Cameron Gutman c75b9c9221 Add connection status overlay for DXVA2 and SDL 2019-03-17 15:08:21 -07:00
Cameron Gutman 9a6f5ba1a8 Improve speed of process termination on exit 2019-03-17 12:23:13 -07:00
Cameron Gutman 052194714a Adjust thread priorities based on recent refactoring 2019-03-17 00:45:31 -07:00
Cameron Gutman 5ccb4a8b7f Improve busy PC error text 2019-03-17 00:33:52 -07:00
Cameron Gutman 7c3cec0451 Add EZFRD32.dll and EZFRD64.dll to blacklist based on crash reports 2019-03-17 00:23:32 -07:00
Cameron Gutman b79d3b31b3 Disable minimize on focus loss by default 2019-03-17 00:20:47 -07:00
Cameron Gutman bf5d43d0cf Use SDL_HINT_OVERRIDE for critical hints 2019-03-17 00:18:15 -07:00
Cameron Gutman f2ac570949 Rebuild SDL2 (5dc13016cf) with USE_D3D9EX 2019-03-16 23:52:40 -07:00
Cameron Gutman 37636ef1eb Allow other SSL errors as long as the cert is correct 2019-03-16 19:01:55 -07:00
Cameron Gutman c540bec824 Remove logging hack now that Qt 5.12.2 fixes the bug 2019-03-16 16:59:49 -07:00
Cameron Gutman 9288cfa684 Basic support for building as UWP app 2019-03-13 01:02:04 -07:00
Cameron Gutman b1de8b703b Update bug report template for Snap package 2019-03-06 21:32:51 -08:00
Cameron Gutman ccd0777ce9 Use a Loader to be able to use StackView.onActivated to trigger stream start 2019-03-02 20:55:50 -08:00
Cameron Gutman 49b67b3e18 Adjust QGnomePlatform hack to avoid disabling desktop settings awareness. Fixes #185 2019-03-02 19:50:05 -08:00
Cameron Gutman bc97168dc7 Update moonlight-common-c 2019-03-02 14:14:54 -08:00
Cameron Gutman 0ec04df334 Hide hint text when the connection completes 2019-03-02 14:13:32 -08:00
Cameron Gutman 26d7946b4a Fix toolbar hiding in quit segue 2019-03-02 14:13:14 -08:00
Cameron Gutman 292cc579cf Partially revert 8037fb76fc to fix mouse polling issues on Windows 2019-03-02 14:11:30 -08:00
Cameron Gutman 8492482e55 Add a script to create a zip of Qt PDBs 2019-02-26 19:10:17 -08:00
Cameron Gutman ac8183feee Fix selection loss when going back caused by previous commit 2019-02-22 22:44:09 -08:00
Cameron Gutman 8037fb76fc Use StackView activation callbacks to perform init and cleanup since visibility callbacks aren't guaranteed to run in any order 2019-02-22 22:14:06 -08:00
Cameron Gutman 754a14941b Update Windows build to OpenSSL 1.1.0k to fix App Verifier TLS warning 2019-02-22 21:14:40 -08:00
Konstantin Budnikov e32bc1a0a3 SDL_HapticRumblePlay rumble for gamepad without SDL_HAPTIC_LEFTRIGHT support (#181) 2019-02-20 19:22:38 -08:00
Cameron Gutman e5a8b49c93 Limit the number of queued frames in Pacer to prevent excessive memory consumption if the renderer gets blocked for a while 2019-02-18 12:13:45 -08:00
Cameron Gutman b6872456cd Version 0.9.1 2019-02-17 13:13:57 -08:00
Cameron Gutman 2a12b018da Fix special key combos on non-QWERTY latin keyboards 2019-02-17 13:07:54 -08:00
Cameron Gutman f64486c88f Version 0.9.0 2019-02-17 00:18:42 -08:00
Cameron Gutman 80a40ac5f9 Increase frame drop threshold 2019-02-16 23:13:35 -08:00
Cameron Gutman a1956350b1 Rename pacing drop to jitter drop to be less confusing for users 2019-02-16 23:04:25 -08:00
Cameron Gutman 2c09875556 Fix input handler cleanup on startup failure 2019-02-16 01:39:31 -08:00
Cameron Gutman 561eed4cbd Use 2 concurrent jobs on Travis CI 2019-02-16 00:59:00 -08:00
Cameron Gutman a8f72df7f8 Fix in-tree builds 2019-02-16 00:42:09 -08:00
Cameron Gutman ab4127f940 Use presence of a frame after rendering rather than render time for frame dropping 2019-02-15 22:44:52 -08:00
Cameron Gutman f03d12b677 Use a separate render thread even with a V-Sync source 2019-02-15 22:09:50 -08:00
Cameron Gutman 81c6202582 Rename renderFrameAtVsync() to renderFrame() in preparation for further refactoring 2019-02-15 21:07:02 -08:00
Cameron Gutman 6cab2bec61 Don't trust VT to tell us whether decode is supported 2019-02-15 19:10:21 -08:00
Cameron Gutman 94ffda653c Update SDL_GameControllerDB to add new mappings 2019-02-15 19:00:30 -08:00
Cameron Gutman c2268b45f6 Merge pull request #177 from konst2/master
Fix hotkeys for non-latin keyboard layouts
2019-02-15 18:57:24 -08:00
Cameron Gutman 38b8a59fe5 Adjust overlay color for more contrast 2019-02-15 18:53:40 -08:00
Cameron Gutman 640e3213ee Copy the required data files into place for building in the IDE 2019-02-15 18:47:42 -08:00
Cameron Gutman b1799009b3 Use the Path class to lookup ModeSeven.ttf 2019-02-15 18:13:36 -08:00
Cameron Gutman f8e693a060 Drop samples to account for lost time reinitializing audio. Fixes #176 2019-02-14 22:32:54 -08:00
Cameron Gutman aba806bc32 Implement debug overlay for VideoToolbox renderer 2019-02-13 20:55:52 -08:00
Cameron Gutman b1fb3f2391 Set FFmpeg log level at debug until first frame is rendered 2019-02-13 18:34:59 -08:00
konst2 041e901c61 Fix hotkeys for non-latin keyboard layouts 2019-02-13 19:56:44 +03:00
Cameron Gutman bb72134992 Attempt to fix Travis CI Linux build 2019-02-12 23:25:23 -08:00
Cameron Gutman f83853c2fb OverlayManager now manages font size for the overlays 2019-02-12 22:36:56 -08:00
Cameron Gutman d5f7b20be3 Update common-c with sign extension fix 2019-02-12 22:24:47 -08:00
Cameron Gutman b878d64460 Check rumble controller number is within the supported range 2019-02-12 22:05:55 -08:00
Cameron Gutman 5397e8ae1a Don't use SDL_GameControllerGetPlayerIndex() because the indexes may be non-contiguous (and wrong) on XInput 2019-02-12 22:04:05 -08:00
Cameron Gutman 46bd8ad83d Add debug overlay for SDL renderer 2019-02-12 21:55:15 -08:00
Cameron Gutman 4dac57cf8c Add SDL2_ttf dependency for Linux 2019-02-12 21:38:51 -08:00
Cameron Gutman 95cb026446 Add SDL2_ttf for macOS 2019-02-12 21:32:11 -08:00
Cameron Gutman 76ea714257 Add SDL2_ttf for Windows 2019-02-12 21:18:55 -08:00
Cameron Gutman 5788fa7204 Make OverlayManager own the overlay color setting 2019-02-12 20:39:10 -08:00
Cameron Gutman d077c6450f Split SdlRenderer from renderer.h 2019-02-12 19:58:36 -08:00
Cameron Gutman 4499ed3878 Work around dialog rendering issue with QGnomePlatform. Fixes #161 2019-02-12 19:45:14 -08:00
Cameron Gutman feb5e3bc78 Fix SDL_WasInit asserts firing due to lifetime management issues with SdlInputHandler 2019-02-12 19:30:02 -08:00
Cameron Gutman 23f1060756 Polish the resume/quit buttons 2019-02-12 19:07:48 -08:00
Cameron Gutman 6ed512e762 Provide a renderer callback when the overlay data changes 2019-02-12 18:43:38 -08:00
Cameron Gutman 947970e07b Shortcut decoder initialization when only using it for capability testing 2019-02-12 18:42:53 -08:00
Cameron Gutman df567b405a Minor bugfixes to haptics 2019-02-11 21:55:56 -08:00
MINICOM\mrb11 7b0596d9df Add controller rumble support. 2019-02-11 21:39:55 -08:00
Cameron Gutman 4b7200ae69 Don't display the connection terminated dialog for intended disconnects 2019-02-10 02:19:37 -08:00
Cameron Gutman 710648f3f4 Fix QuitSegue -> StreamSegue transition to be direct via replacement and disallow toolbar interactions 2019-02-09 21:15:17 -08:00
Cameron Gutman d2002b6a62 Fix SOPS issues causing 720p60 settings on non-standard resolutions and FPS values 2019-02-09 20:37:11 -08:00
Cameron Gutman 8de42b3199 Fix gamepad menu focus and dismissal issues 2019-02-09 19:59:01 -08:00
Cameron Gutman 48e78d2cd3 Don't allow focus on invisible menu items 2019-02-09 19:21:43 -08:00
Cameron Gutman 1fd099db70 Log when StretchRect() fails 2019-02-09 18:47:57 -08:00
Cameron Gutman 2986a40c5a Fix some gamepads working for UI navigation but not in game 2019-01-29 22:01:05 -08:00
Cameron Gutman 8bb6d4d0d9 Fix VDPAU scaling on AMD cards. Fixes #171 2019-01-29 20:52:41 -08:00
Cameron Gutman 00f08578ee Update common-c to fix IDR issue on GFE 3.17 2019-01-29 20:18:03 -08:00
Cameron Gutman 6a514c7f51 Update readme to point to Snap package 2019-01-29 18:30:56 -08:00
Cameron Gutman 21aad643f3 Use 32 pixel alignment for HEVC to fix Intel green line issue 2019-01-28 21:26:27 -08:00
Cameron Gutman 8687448966 Use StretchRect() on Intel GPUs or if VideoProcessBlt() fails 2019-01-28 19:18:43 -08:00
Cameron Gutman 6fcc8b721b Add a button for quitting the running app 2019-01-26 23:57:02 -08:00
Cameron Gutman b4bbd58c77 Add long press action on PC view for touchscreens 2019-01-26 23:11:09 -08:00
Cameron Gutman 1a45b8f07a Fix dialog box styles 2019-01-26 21:45:32 -08:00
Cameron Gutman 4471a858db Fix miscounted pacer dropped frames in non-pacing mode 2019-01-22 21:21:29 -08:00
Cameron Gutman 22e712af5a Add v-sync text to stats overlay 2019-01-22 20:55:58 -08:00
Cameron Gutman 9799b82d53 Improve long render time logic 2019-01-22 20:55:35 -08:00
Cameron Gutman 78915e0b99 Use a separate render thread when not using frame pacing 2019-01-22 20:31:31 -08:00
Cameron Gutman c9cc65aae7 Fix appstream metadata release date for v0.8.1 2019-01-22 19:07:14 -08:00
Cameron Gutman a4edd9d202 Submit frame directly from the decoder thread to avoid interference from the main thread 2019-01-21 20:27:37 -08:00
Cameron Gutman 7747624c80 Revert "Wake up main thread immediately after new frame is pushed"
This reverts commit aab7191a44.
2019-01-21 20:10:13 -08:00
Cameron Gutman aab7191a44 Wake up main thread immediately after new frame is pushed 2019-01-21 18:57:14 -08:00
Cameron Gutman 1f972b1828 Require several consecutive long render times to drop a frame 2019-01-21 17:58:42 -08:00
Cameron Gutman 58b77cf589 Fix inaccurate pacer drop and network drop percentages and add total FPS stat 2019-01-21 17:43:15 -08:00
Cameron Gutman c064f87889 Drop a frame if the rendering time exceeds the v-sync period 2019-01-20 19:59:29 -08:00
Cameron Gutman d6b4c8e7da Avoid blocking decoding operations during Present calls 2019-01-20 14:08:53 -08:00
Cameron Gutman 49f0b45fa8 Update build requirements for Windows 2019-01-20 11:58:30 -08:00
Cameron Gutman b19c4bfc5d Add performance overlay for DXVA2 renderer 2019-01-19 23:05:56 -08:00
Cameron Gutman e944c819d9 Add prefix for NvLogLevel enum values 2019-01-19 21:32:35 -08:00
Cameron Gutman 75f631599c Ensure all polling threads are dead before destroying hosts, even ones that have been detached by stopPollingAsync() 2019-01-19 19:18:50 -08:00
Cameron Gutman e0bebeae25 Allow theme overrides via environment variables 2019-01-19 17:06:35 -08:00
Cameron Gutman 32e7ddf272 Version 0.8.1 2019-01-08 00:48:49 -08:00
Cameron Gutman 7091e0324e Update macOS builds to FFmpeg 4.1 2019-01-07 21:43:18 -08:00
Cameron Gutman 8f8532921c Update FFmpeg build script for Mac to avoid manual steps 2019-01-07 21:39:59 -08:00
Cameron Gutman e9936992ec Update Windows builds to FFmpeg 4.1 2019-01-07 21:08:08 -08:00
Cameron Gutman 6375055b3e Set scripts executable 2019-01-07 20:34:56 -08:00
Cameron Gutman 88b1ea296c Remove video bitrate tooltip since audio is accounted for during remote streaming 2019-01-06 15:41:00 -08:00
Cameron Gutman 2a13a869f3 Don't allow the scroll wheel to move the bitrate slider 2019-01-06 15:39:54 -08:00
Cameron Gutman 89c342bb6f Introduce more granular HTTP timeouts 2019-01-06 14:35:33 -08:00
Cameron Gutman 067f5e33aa Increase audio buffer on Linux to 25 ms. Fixes #147. Fixes #157. 2019-01-06 13:49:20 -08:00
Cameron Gutman 33695f1c6b Update common-c to reduce audio latency 2019-01-06 13:29:06 -08:00
Cameron Gutman 52ef84873e Remove excess latency control logic from SDL renderer, since it doesn't appear to work very well anyway 2019-01-06 13:28:43 -08:00
Cameron Gutman c21ba5c808 Allow the audio renderer to be overriden by the ML_AUDIO environment variable 2019-01-06 13:28:05 -08:00
Cameron Gutman 6cf408f12b Update macOS build steps 2019-01-05 19:23:01 -08:00
Cameron Gutman 8bdc2d285d Rename macOS build output to match final release name 2019-01-05 19:06:00 -08:00
Cameron Gutman a66fbcd6be Use version.txt for Info.plist too 2019-01-05 18:53:17 -08:00
Cameron Gutman 93402a62fc Archive symbol ZIP to ML_SYMBOL_ARCHIVE folder 2019-01-05 18:20:53 -08:00
Cameron Gutman 2a56fb6c70 Add config.test generated files to gitignore 2019-01-05 18:10:20 -08:00
Cameron Gutman 8276c031e9 Name the Windows output binaries to match their final names on GitHub 2019-01-05 18:09:52 -08:00
Cameron Gutman 102e5f6de9 Move the version string into version.txt 2019-01-05 18:08:34 -08:00
Cameron Gutman 1f7bdbfbcb Fail signed release builds if unstaged changes exist 2019-01-05 17:25:40 -08:00
Cameron Gutman f2fdd048c7 Use stun.moonlight-stream.org for STUN 2019-01-04 20:16:27 -08:00
Cameron Gutman 5a2cfc15a6 Ensure WoL works properly on multi-homed hosts. Fixes #135 2019-01-04 20:05:31 -08:00
Cameron Gutman 11c7131875 Replace forgotten clamp to frameCountMax removed by e75dce2543 2019-01-03 18:49:18 -08:00
Cameron Gutman 34aacc90d7 Include version string in update tooltip 2019-01-03 18:00:54 -08:00
Cameron Gutman e75dce2543 Remove one-sample-per-callback write logic to fix crackling at 44.1 KHz. Fixes #152 2019-01-03 17:23:29 -08:00
Cameron Gutman e2774309fb Fix context menus on Qt 5.9 2019-01-02 19:49:06 -08:00
Cameron Gutman dfefdc93c5 Update macOS icns 2019-01-01 19:33:08 -08:00
Cameron Gutman d46ea28bba Merge pull request #151 from Jorys-Paulin/feature/icon-tweaks
Updated Moonlight icon
2019-01-01 19:32:21 -08:00
Cameron Gutman d35c5bcaba Print socket errors when sending WoL packets 2019-01-01 19:20:09 -08:00
Cameron Gutman 2b14856d7f Update common-c for strict remote bitrate logic 2019-01-01 19:03:52 -08:00
Jorys Paulin 3316fdb80e Updated Moonlight icon 2018-12-26 13:29:49 +01:00
Cameron Gutman c5d70c48c9 Fix QMap usage where insertion on read of missing value was not intended 2018-12-26 00:59:30 -08:00
Cameron Gutman 82230ef2f5 Version 0.8.0 2018-12-25 22:29:27 -08:00
Cameron Gutman dcfd3d3e48 Add a debug print for V-sync 2018-12-25 22:19:23 -08:00
Cameron Gutman cb1e2ac32e Avoid filling our client logs with QNetworkReplyHttpImplPrivate warnings 2018-12-25 21:54:20 -08:00
Cameron Gutman ec2c15946a Update audio buffering parameters based on local testing 2018-12-25 21:45:15 -08:00
Cameron Gutman 8be73142f8 Fix cert pinning on macOS 2018-12-25 21:15:59 -08:00
Cameron Gutman d1640e3bb8 Audio latency tweaks and fix for PulseAudio with A2DP 2018-12-25 17:54:18 -08:00
Cameron Gutman 8612e6726d Remove accidentally enabled debug prints 2018-12-25 14:05:55 -08:00
Cameron Gutman 3b4694e9f8 Add libraries required by libsoundio 2018-12-25 14:05:35 -08:00
Cameron Gutman 14cb2e1999 Remove latency drop logic and replace by single frame writes 2018-12-25 14:05:17 -08:00
Cameron Gutman cfabaf334e Add frame pacing toggle 2018-12-25 12:57:00 -08:00
Cameron Gutman c054536fab Count Pacer delay in frame stats 2018-12-25 12:09:45 -08:00
Cameron Gutman 35aac18b4e Improve bitrate slider label and add tooltip 2018-12-25 11:48:34 -08:00
Cameron Gutman de3928cb4d Reduce FPs on the unmapped gamepad dialog 2018-12-25 11:41:48 -08:00
Cameron Gutman 9bf612b800 Update common-c with bitrate fix 2018-12-24 20:10:37 -08:00
Cameron Gutman d9a8d67e3d Use a shared UID for all Moonlight clients 2018-12-22 21:04:44 -08:00
Cameron Gutman 99b0a56a6a Add additional cert pinning assert 2018-12-22 20:05:45 -08:00
Cameron Gutman 61d7aa0400 Require cert pinning for HTTPS 2018-12-22 19:55:28 -08:00
Cameron Gutman 1e98594972 Handle server cert change by pairing again 2018-12-21 19:17:32 -08:00
Cameron Gutman c6383f042c Pin server cert to host during pairing 2018-12-21 18:08:07 -08:00
Cameron Gutman b4d8e0e551 Update bug_report.md 2018-12-19 23:11:15 +04:00
Cameron Gutman d696536486 Version 0.7.0 2018-12-05 22:49:42 -08:00
Cameron Gutman b46a3cf759 Show stream error dialog when launching from the CLI 2018-12-05 22:22:30 -08:00
Cameron Gutman 8a5e3cdb76 Fix returning to app page when start fails 2018-12-05 22:17:26 -08:00
Cameron Gutman 4fb39226ef Fix 'moonlight -v' output on Linux 2018-12-05 22:01:22 -08:00
Cameron Gutman c40174034c Don't kill the app on the host when the session terminates unexpectedly 2018-12-05 20:17:00 -08:00
Cameron Gutman 5029c855f0 Simplify app quitting implementation a bit 2018-12-05 19:49:06 -08:00
Cameron Gutman 2eee839eaa Update moonlight-common-c 2018-12-05 18:47:56 -08:00
Cameron Gutman f42c7fec1e Update SDL GC DB 2018-12-05 18:47:44 -08:00
Janne Hakonen 0ab07303c9 Add quit cli command and app quit option after stream session. Fixes #92 (#138)
* Add quit cli command and app quit option after stream session. Fixes #92

* Code review fixes.
2018-12-05 18:45:28 -08:00
Cameron Gutman ad47990a87 Make update icon more obnoxious so people actually update 2018-12-05 18:40:21 -08:00
Cameron Gutman 1968461ce9 Allow HTTP redirects when checking for updates 2018-12-03 23:29:49 -08:00
Cameron Gutman 8aa3b5d3da Switch to new hostname 2018-12-03 21:48:49 -08:00
Cameron Gutman 23e77eefb0 Rename multi-controller checkbox to be more descriptive 2018-11-29 20:10:47 -08:00
Cameron Gutman 094443cf26 Rename start in windowed mode option to be more accurate 2018-11-28 21:46:14 -08:00
Cameron Gutman b97758ef46 Switch to libsoundio on Linux now that PA works reliably after d1fe752028 2018-11-28 00:13:04 -08:00
Cameron Gutman d1fe752028 Fix busy looping in libsoundio audio renderer when no audio is playing 2018-11-27 23:43:31 -08:00
Cameron Gutman b26df787cd Update to upstream libsoundio 2018-11-27 23:26:15 -08:00
Cameron Gutman 4c5b254730 Add larger downloads section 2018-11-23 02:09:54 -08:00
Cameron Gutman 9a153b7170 Remove unneccessary hardcoded text color for better style support 2018-11-22 02:35:25 -08:00
Cameron Gutman 065a6caee5 Use automatic remote streaming detection 2018-11-21 20:55:25 -08:00
Cameron Gutman 9c7df02941 Avoid duplicate framework copy now that it's handle in the project file 2018-11-20 22:43:10 -08:00
Cameron Gutman c63c5100e2 Version 0.6.4 2018-11-20 22:23:03 -08:00
Cameron Gutman bf05088d70 Remove checks that rely on display modes because they can be inaccurate on machines when the monitor is off 2018-11-20 22:02:43 -08:00
Cameron Gutman e7bb146f92 Allow streaming to match the refresh rate in unsupported mode 2018-11-20 21:47:08 -08:00
Cameron Gutman 688c4a90d9 Use the raw display bounds not the usable display bounds for full-screen calculations 2018-11-18 23:10:30 -08:00
Cameron Gutman 165ad96be1 Fix stack overflow if SDL gamepad initialization fails 2018-11-18 22:04:44 -08:00
Cameron Gutman 115ced7ab4 Only precompile QML files on release builds 2018-11-18 22:04:11 -08:00
Cameron Gutman ef15b5641a Fix accidental dependency on system SDL2.framework when building in the IDE 2018-11-18 21:23:46 -08:00
Cameron Gutman be50464619 Revert "Update SDL2.framework to 2.0.9"
This reverts commit 7254224347.
2018-11-18 16:04:52 -08:00
Cameron Gutman d847b71c86 Fix host virtual gamepads being reconnected during stream startup and causing issues with multiple controllers. Fixes #108 2018-11-18 12:05:17 -08:00
Cameron Gutman dfcc1ff899 Also print gamepad mapping on gamepad attach 2018-11-17 17:23:20 -08:00
Cameron Gutman 65562937f3 Print gamepad GUID string in logs 2018-11-17 17:10:52 -08:00
Cameron Gutman 7b5dc33a21 Version 0.6.3 2018-11-16 01:17:57 -08:00
Cameron Gutman f64c13b9ec Ujpdate common-c with NAT64 fixes 2018-11-16 00:40:42 -08:00
Cameron Gutman 25f70e570e Add timer-based input batching for GFE 3.16 2018-11-15 20:52:07 -08:00
Cameron Gutman b27b64c25c Initialize the SDL timer subsystem 2018-11-15 20:45:32 -08:00
Cameron Gutman bfc64c926a Reorganize settings page now that vertical scrolling works 2018-11-15 16:41:02 -08:00
Cameron Gutman 88ad983aa4 Update common-c for GFE 3.16 2018-11-15 13:11:01 -08:00
Cameron Gutman a95d2e76f5 Fix settings page scrolling. Fixes #106 2018-11-13 18:03:53 -08:00
Cameron Gutman 037886ba5b Add tooltips and update help text 2018-11-04 14:36:12 -08:00
Cameron Gutman 011edfe2a0 Disable any usage of proxy servers 2018-11-04 14:15:53 -08:00
Cameron Gutman 1a5a6773ce Add option to determine if Moonlight launches in full-screen. Fixes #103 2018-11-04 13:57:33 -08:00
Cameron Gutman dda22fd387 Rename mouse acceleration toggle to raw mouse input 2018-11-04 13:31:28 -08:00
Cameron Gutman 7254224347 Update SDL2.framework to 2.0.9 2018-11-03 14:18:17 -07:00
Cameron Gutman 789e52af57 Use SDL_GameControllerGetPlayerIndex() as a hint for picking player indexes 2018-11-03 13:04:34 -07:00
Cameron Gutman b2fcd6c084 Update Windows SDL headers to 2.0.9 2018-11-03 13:01:35 -07:00
Cameron Gutman 76e5794203 Remove SetThreadExecutionState() call now that SDL_DisableScreenSaver() works on Windows 2018-11-03 12:44:14 -07:00
Cameron Gutman a81332dd23 Update SDL2 for Windows to MSVC build of 5dc13016cf34b2c503a7599fabdd4f62d1811fdb 2018-11-03 12:25:38 -07:00
Cameron Gutman e1fab22d98 Fix accidental removal of decoder deletion in previous commit 2018-10-31 18:49:37 -07:00
Cameron Gutman cb5e58d465 Fix use-after-free caught by debug build of SDL2 2018-10-31 18:20:39 -07:00
Cameron Gutman eaeb9ec6f7 Version 0.6.2 2018-10-28 19:57:38 -07:00
Cameron Gutman 88bb17fca8 Change Manufacturer string to "Moonlight Game Streaming Project" 2018-10-28 18:11:07 -07:00
Cameron Gutman f672b8534f Change quit tip based on whether gamepads are attached 2018-10-28 17:59:07 -07:00
Cameron Gutman 839c0a45a0 Avoid polling server status while streaming 2018-10-28 17:53:49 -07:00
Cameron Gutman 974e44ba4c Update common-c for more unique STUN error codes 2018-10-28 17:20:34 -07:00
Cameron Gutman 9461ebec2d Log an error if STUN fails 2018-10-26 20:54:17 -07:00
Cameron Gutman 48d8a53cd6 Resolve WAN address using STUN if the PC is discovered over mDNS 2018-10-26 20:44:51 -07:00
Cameron Gutman 2a8dfd63da Update common-c to include STUN code 2018-10-26 20:22:38 -07:00
Cameron Gutman 49ac431792 Fix calling convention of LoadLibrary hooks which caused x86 builds to crash 2018-10-15 07:41:50 -07:00
Cameron Gutman 8a7c463c52 Version 0.6.1 2018-10-14 23:08:58 -07:00
Cameron Gutman eab77fba7a Fix inability to play audio on sound cards set to 192 KHz sample rate 2018-10-14 22:52:24 -07:00
Cameron Gutman 61d90a5a88 Also display a tooltip when the item is highlighted by gamepad/keyboard 2018-10-14 22:23:08 -07:00
Cameron Gutman ef99f02bc7 Display the tooltip over the text itself and only if it's truncated 2018-10-14 21:39:37 -07:00
Cameron Gutman 9166a604d6 Rename NktHookLib.pdb back to its original name to avoid a link-time warning 2018-10-14 21:14:32 -07:00
Cameron Gutman d5a1189053 Avoid VAAPI on AMD drivers due to a bad memory leak 2018-10-14 20:37:13 -07:00
Cameron Gutman cb52a53922 Remove accidentally committed debugging code 2018-10-14 12:59:13 -07:00
Cameron Gutman 1aff2ff0c3 Fix CoreAudio failure to open device when it contains certain UTF-8 characters. Fixes #104 2018-10-14 11:33:13 -07:00
Cameron Gutman fd63aad3b8 Only avoid HEVC on GFE 3.10 and lower on macOS 2018-10-14 11:28:52 -07:00
Cameron Gutman 9a807a0685 Prevent asserts from being compiled into moonlight-common-c and soundio in release builds 2018-10-14 11:26:29 -07:00
Cameron Gutman 40fc9fa26f Fix Qt 5.9 incompatibility in AutoResizingComboBox. Fixes #107 2018-10-13 20:16:18 -07:00
Cameron Gutman cf0d29d452 Add AntiHooking helper DLL to prevent NahimicOSD.dll from loading into Moonlight and causing us to hang in full-screen mode. Fixes #102 2018-10-13 19:35:21 -07:00
Cameron Gutman e411c207ae Implement quitting Moonlight via gamepad or keyboard. Fixes #100 2018-10-13 00:41:22 -07:00
Cameron Gutman 5df2704ccc Compile h264bitstream as GNU99 on GCC 2018-10-12 21:45:41 -07:00
Cameron Gutman 36f468a599 Fix window icon disappearing when toggling out of full-screen mode on Windows 2018-10-12 20:34:58 -07:00
Cameron Gutman dfae69834a Fix misleading debug print 2018-10-12 20:02:54 -07:00
Cameron Gutman e53b32fa57 Stop polling machines after 5 minutes of inactivity to conserve power 2018-10-12 19:58:29 -07:00
Cameron Gutman 969afac696 Add tool tips to app grid 2018-10-12 19:41:20 -07:00
Cameron Gutman 50d4f267ba Fix font setting in TextMetrics. Fixes #99 2018-10-12 19:19:33 -07:00
Cameron Gutman 33b9caaca9 Compile libsoundio as GNU99 on GCC 2018-10-12 18:02:12 -07:00
Cameron Gutman 4f84843b00 Fixup H.264 SPS for VideoToolbox compatibility. Fixes #98 2018-10-12 17:59:53 -07:00
Cameron Gutman 44f415f94d Sign all deployed binaries in one signtool invocation 2018-10-11 18:45:29 -07:00
Cameron Gutman 6e4dd161ac Version 0.6.0 2018-10-06 20:46:01 -07:00
Cameron Gutman c724f01c98 Remove PortAudio from required libraries 2018-10-06 20:12:49 -07:00
Cameron Gutman 1fc63a6529 Exclude libsoundio from Linux build 2018-10-06 18:24:34 -07:00
Cameron Gutman 5d84ab4a47 Update SDL_GameControllerDB to 19944691bf18b97c0df2254ce52772b549d4d2bf 2018-10-06 14:07:22 -07:00
Cameron Gutman fc315feac4 Maximize the Qt UI window if configured for a full-screen display mode 2018-10-06 13:14:32 -07:00
Cameron Gutman 82a87e96b3 Include the indicator in combo box width 2018-10-06 12:59:59 -07:00
Cameron Gutman 7d1ecc8d82 Fix popup font resizing on macOS 2018-10-06 12:41:55 -07:00
Cameron Gutman f9daf2a45c Resize settings combo boxes to match their contents 2018-10-06 12:12:05 -07:00
Cameron Gutman 113751a4bc Avoid Qt bug by using onAfterRendering instead of onAfterSynchronizing to display dialogs 2018-10-05 19:54:13 -07:00
Cameron Gutman e182445593 libsoundio audio renderer for Windows and Mac (#97) 2018-10-05 19:22:57 -07:00
Cameron Gutman 6661ca17c2 Fix keys being stuck after Moonlight loses focus or is quit via OS shortcut (Alt+Tab/Alt+F4) 2018-10-03 18:27:12 -07:00
Cameron Gutman 1b4e75f49e Add support for sending X1 and X2 mouse buttons. Fixes #91 2018-10-03 17:56:42 -07:00
Cameron Gutman 22ed7f4e49 Merge pull request #94 from jhakonen/review/fix-pc-view-alignment
PC view: position app's icon and text on same level with other apps
2018-10-03 17:40:49 -07:00
Janne Hakonen 1d691cf763 Reserve a static size for app icon in PC view to position the icon and text on same level with other apps 2018-10-03 19:31:37 +03:00
Cameron Gutman 9075f309ad Disable annoying stream stats prints 2018-10-02 20:12:53 -07:00
Cameron Gutman 18d97e9f73 Fix errant touch events on macOS 2018-10-02 20:11:13 -07:00
Cameron Gutman bccd118abb Finish removal of auto audio option and rename the remaining options 2018-10-02 15:30:22 -07:00
Cameron Gutman 3dc049ee5f Remove automatic audio configuration permanently due to brokenness and allow renderers to request reinitialization on demand 2018-10-02 01:21:42 -07:00
Cameron Gutman a614a693e5 Revert "Fix surround sound channel mapping on ALSA" since it can be handled inside PortAudio 2018-10-02 01:09:13 -07:00
Cameron Gutman 8dddcd04d5 Remove IAudioRenderer::testAudio() and just use IAudioRenderer::prepareForPlayback() instead 2018-10-01 19:49:08 -07:00
Cameron Gutman 209b4a1b02 Fix surround sound channel mapping on ALSA 2018-10-01 18:46:16 -07:00
Cameron Gutman b14a0fa2ce Ensure initial warning dialogs always appear on top of the Moonlight window 2018-09-30 22:39:51 -07:00
Cameron Gutman 5f05363996 Fix keyboard navigation of quit app and delete PC dialogs 2018-09-30 22:20:19 -07:00
Cameron Gutman d5770ad8cc Fix "Connection terminated" dialog being stuck out of input focus on gamepad 2018-09-30 18:38:54 -07:00
Cameron Gutman c239d0814b Move audio renderer destruction back off the main thread now that we're using atexit(SDL_Quit) 2018-09-30 18:09:12 -07:00
Cameron Gutman f7789a1e4a Add Select+Start+L1+R1 quit combo 2018-09-30 14:38:54 -07:00
Cameron Gutman 6d382078d3 Allow gamepad navigation with the left analog stick 2018-09-30 14:30:12 -07:00
Cameron Gutman 162a16ed3a Allow settings to be activated when an app or PC is in focus 2018-09-30 13:52:38 -07:00
Cameron Gutman d706e81cd4 Add gamepad navigation support for everything except context menus and dialogs 2018-09-30 13:41:32 -07:00
Cameron Gutman 9fb0bffd61 Finish touch input support 2018-09-30 01:03:26 -07:00
Cameron Gutman 4a452a2467 Touch input WIP 2018-09-29 22:43:28 -07:00
Cameron Gutman 396d65b003 Fix typo in previous commit 2018-09-29 22:24:26 -07:00
Cameron Gutman fa52e7c1b7 Fix audio device error with PA renderer (and constify some methods) 2018-09-29 22:19:41 -07:00
Cameron Gutman 6758d6c43e Create MappingManager class to handle gamepad mappings (currently only saving custom mappings) 2018-09-29 20:33:45 -07:00
Cameron Gutman 4ad27670ec Provide detection and help for unmapped gamepads. Fixes #70 2018-09-29 19:14:52 -07:00
Cameron Gutman 1ad072236d Avoid calling Pa_IsStreamStopped() on each audio frame 2018-09-29 16:52:40 -07:00
Cameron Gutman 76387aacad Switch SDL_GameControllerDB to submodule 2018-09-29 16:43:14 -07:00
Cameron Gutman 200b1c5095 Rename hpp -> h 2018-09-29 16:18:46 -07:00
Janne Hakonen d14cfb577b Add command line parameters. Fixes #30 (#89)
* Add command line parameters. Fixes #30

* Fixed compile errors

* Fixed code review findings

* Fixed code review findings, take 2
2018-09-29 14:06:55 -07:00
Cameron Gutman c99b4f1559 Add additional requirements for generate-installers.bat 2018-09-29 03:30:50 -07:00
Cameron Gutman 45fdbd16b4 Update readme with better build instructions 2018-09-29 03:24:26 -07:00
Cameron Gutman c04113c9fa Fix GCC and Clang build 2018-09-29 03:11:17 -07:00
Cameron Gutman 4620fa5001 Retry serverinfo query for adding a PC if the request fails with ServiceUnavailableError. Fixes #88 2018-09-29 03:01:49 -07:00
Cameron Gutman ba7dd31035 Refactor ComputerManager and BoxArtManager to get code out of headers and split NvComputer into its own file 2018-09-29 02:19:44 -07:00
Cameron Gutman 3928155b9c Fix Windows build 2018-09-25 00:59:40 -07:00
Cameron Gutman a0249b4337 Add video stats for performance overlay 2018-09-25 00:47:59 -07:00
Cameron Gutman d89982237d Use clock_gettime() on Linux 2018-09-24 20:40:49 -07:00
Cameron Gutman 7e414f0af3 Add keyboard shortcuts for Help and Settings 2018-09-23 19:24:47 -07:00
Cameron Gutman 8fb37ae229 Finish keyboard navigation for GridViews and MenuItems 2018-09-23 19:06:26 -07:00
Cameron Gutman 2e3de32810 Partially working keyboard navigation support 2018-09-23 15:16:27 -07:00
Cameron Gutman f2e40889b2 Performance tweaks to PortAudio renderer 2018-09-22 21:00:44 -07:00
Cameron Gutman 896b247bc0 Remove H.264 high performance preference and enable HEVC split encode 2018-09-22 20:27:02 -07:00
Cameron Gutman 605d52f160 Don't block in audio/video renderer callbacks while the renderer is being destroyed 2018-09-22 20:03:41 -07:00
Cameron Gutman afb2b465a8 Avoid using direct submit for video decoding because FFmpeg can delay for a fairly significant period of time within avcodec_send_packet() and avcodec_receive_frame(), even for software decoding. This is particularly apparent when streaming well above hardware capabilities and leads to packet loss. 2018-09-22 19:30:13 -07:00
Cameron Gutman b1de66d878 Directly use the AVBufferSampleDisplayLayer as the rendering view's layer to increase efficiency 2018-09-22 18:34:15 -07:00
Cameron Gutman 71b625081a Switch to PortAudio for audio playback 2018-09-22 17:39:12 -07:00
Cameron Gutman 2cd4851601 Improve PortAudio channel autodetection algorithm to workaround PulseAudio issues 2018-09-22 16:51:45 -07:00
Cameron Gutman 987d104a6c Fix library load name 2018-09-22 16:51:04 -07:00
Cameron Gutman 60e6398dfa Sign libportaudio.dylib 2018-09-22 16:25:10 -07:00
Cameron Gutman 14ec0259df Switch back from Qt Multimedia to SDL for audio configuration detection. Qt is also broken, but just broken in a way that always reports stereo 2018-09-22 16:20:00 -07:00
Cameron Gutman 9f0617f6ee Gracefully fall back to stereo audio if 5.1 doesn't work 2018-09-22 16:04:36 -07:00
Cameron Gutman 98297e0aed Add PortAudio libraries and headers 2018-09-22 15:56:10 -07:00
Cameron Gutman 926b192722 Warn portable users if they download the wrong version 2018-09-22 14:16:48 -07:00
Cameron Gutman 97e5acecd7 Precompile QML files to avoid writing qmlcache. Fixes #86 2018-09-22 13:44:58 -07:00
Cameron Gutman 2c960059ee Add PoC PortAudio audio renderer 2018-09-21 23:30:47 -07:00
Cameron Gutman e20bf3fbd9 Fix persistence of deleted PCs. Fixes #82 2018-09-21 20:21:49 -07:00
Cameron Gutman af9fb0e091 Fix GetVideoProcessorCaps() failure handling 2018-09-21 17:29:53 -07:00
Cameron Gutman f96911e1ba Use DXVA2_VideoProcProgressiveDevice since we don't need any fancy image processing or deinterlacing 2018-09-21 17:07:28 -07:00
Cameron Gutman fdbb1c8d72 Only set QT_OPENGL if it's not already set 2018-09-20 21:27:19 -07:00
Cameron Gutman 8a0089eb81 Print driver information in VDPAU and VAAPI renderers 2018-09-20 21:23:16 -07:00
308 changed files with 34839 additions and 3145 deletions
+14 -5
View File
@@ -13,19 +13,28 @@ Any special steps that are required for the bug to appear.
**Screenshots**
If applicable, add screenshots to help explain your problem. If the issue is related to video glitching or poor quality, please include screenshots.
**Affected games**
List the games you've tried that exhibit the issue. To see if the issue is game-specific, try streaming Steam Big Picture with Moonlight and see if the issue persists there.
**Moonlight settings (please complete the following information)**
- Have any settings been adjusted from defaults?
- If so, which settings have been changed?
- Does the problem still occur after reverting settings back to default?
**Client PC details (please complete the following information)**
- OS: [e.g. Windows 10 1803]
- Moonlight Version: [e.g. v0.2.0]
- OS: [e.g. Windows 10 1809]
- Moonlight Version: [e.g. v0.9.0]
**Logs (please attach)**
**Server PC details (please complete the following information)**
- OS: [e.g. Windows 10 1809]
- GeForce Experience version: [e.g. 3.16.0.140]
- Nvidia GPU driver: [e.g. 417.35]
**Moonlight Logs (please attach)**
- On Windows, `Moonlight-###.log` files can be found in `%TEMP%`. Simply type that into the File Explorer path field to navigate there.
- On macOS, `Moonlight-###.log` files can be found in `/tmp`. In Finder, press Cmd+Shift+G, then type `/tmp` to navigate there.
- On Linux, logs print to the terminal when running via `flatpak run com.moonlight_stream.Moonlight`
- On Linux with the Flatpak, logs print to the terminal when running with the command: `flatpak run com.moonlight_stream.Moonlight`
- On Linux with the Snap, logs print to the terminal when running with the command: `moonlight`
**Additional context**
Add any other context about the problem here.
Anything else you think may be relevant to the issue
+3 -1
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@@ -2,4 +2,6 @@
**/.vs/
build/
build/
config.tests/*/.qmake.stash
config.tests/*/Makefile
+9
View File
@@ -4,3 +4,12 @@
[submodule "qmdnsengine/qmdnsengine"]
path = qmdnsengine/qmdnsengine
url = https://github.com/cgutman/qmdnsengine.git
[submodule "app/SDL_GameControllerDB"]
path = app/SDL_GameControllerDB
url = https://github.com/gabomdq/SDL_GameControllerDB.git
[submodule "soundio/libsoundio"]
path = soundio/libsoundio
url = https://github.com/andrewrk/libsoundio.git
[submodule "h264bitstream/h264bitstream"]
path = h264bitstream/h264bitstream
url = https://github.com/aizvorski/h264bitstream.git
+8 -5
View File
@@ -3,6 +3,9 @@ language: cpp
git:
depth: 1
env:
- NJOBS=2
matrix:
include:
- os: osx
@@ -14,13 +17,12 @@ matrix:
addons:
apt:
sources:
- sourceline: 'ppa:beineri/opt-qt596-xenial'
- sourceline: 'ppa:beineri/opt-qt597-xenial'
- sourceline: 'ppa:jonathonf/ffmpeg-4'
packages:
- qt59base
- qt59quickcontrols2
- qt59svg
- qt59multimedia
- libesd0-dev
- libgl-dev
- libegl1-mesa-dev
@@ -35,7 +37,8 @@ matrix:
install:
- '[ "$TRAVIS_OS_NAME" != osx ] || brew install qt5'
- '[ "$TRAVIS_OS_NAME" != osx ] || brew link --force qt5'
- if [[ "$TRAVIS_OS_NAME" = "linux" ]]; then export SDL2_VER=2.0.8 && wget https://www.libsdl.org/release/SDL2-$SDL2_VER.tar.gz && tar -xvf SDL2-$SDL2_VER.tar.gz && cd SDL2-$SDL2_VER && ./configure && make && sudo make install && cd ..; fi
- if [[ "$TRAVIS_OS_NAME" = "linux" ]]; then export SDL2_VER=2.0.9 && wget https://www.libsdl.org/release/SDL2-$SDL2_VER.tar.gz && tar -xvf SDL2-$SDL2_VER.tar.gz && cd SDL2-$SDL2_VER && ./configure && make -j$NJOBS && sudo make install && cd ..; fi
- if [[ "$TRAVIS_OS_NAME" = "linux" ]]; then export SDL2_TTF_VER=2.0.15 && wget https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-$SDL2_TTF_VER.tar.gz && tar -xvf SDL2_ttf-$SDL2_TTF_VER.tar.gz && cd SDL2_ttf-$SDL2_TTF_VER && ./configure && make -j$NJOBS && sudo make install && cd ..; fi
before_script:
- '[ "$TRAVIS_OS_NAME" != "linux" ] || source /opt/qt59/bin/qt59-env.sh'
@@ -46,5 +49,5 @@ before_script:
script:
- qmake moonlight-qt.pro -spec $QMAKESPEC
- make debug
- make release
- make -j$NJOBS debug
- make -j$NJOBS release
+23
View File
@@ -0,0 +1,23 @@
QT -= core gui
TARGET = AntiHooking
TEMPLATE = lib
# Support debug and release builds from command line for CI
CONFIG += debug_and_release
# Ensure symbols are always generated
CONFIG += force_debug_info
INCLUDEPATH += $$PWD/../libs/windows/include
contains(QT_ARCH, i386) {
LIBS += -L$$PWD/../libs/windows/lib/x86
}
contains(QT_ARCH, x86_64) {
LIBS += -L$$PWD/../libs/windows/lib/x64
}
LIBS += -lNktHookLib
DEFINES += ANTIHOOKING_LIBRARY
SOURCES += antihookingprotection.cpp
HEADERS += antihookingprotection.h
+165
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@@ -0,0 +1,165 @@
#include "antihookingprotection.h"
#include <NktHookLib.h>
typedef HMODULE (WINAPI *LoadLibraryAFunc)(LPCSTR lpLibFileName);
typedef HMODULE (WINAPI *LoadLibraryWFunc)(LPCWSTR lpLibFileName);
typedef HMODULE (WINAPI *LoadLibraryExAFunc)(LPCSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
typedef HMODULE (WINAPI *LoadLibraryExWFunc)(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
class AntiHookingProtection
{
public:
static void enable()
{
#ifdef QT_DEBUG
s_HookManager.SetEnableDebugOutput(true);
#endif
HINSTANCE kernel32Handle = NktHookLibHelpers::GetModuleBaseAddress(L"kernel32.dll");
SIZE_T hookId;
s_HookManager.Hook(&hookId, (LPVOID*)&s_RealLoadLibraryA,
NktHookLibHelpers::GetProcedureAddress(kernel32Handle, "LoadLibraryA"),
(LPVOID)AntiHookingProtection::LoadLibraryAHook);
s_HookManager.Hook(&hookId, (LPVOID*)&s_RealLoadLibraryW,
NktHookLibHelpers::GetProcedureAddress(kernel32Handle, "LoadLibraryW"),
(LPVOID)AntiHookingProtection::LoadLibraryWHook);
s_HookManager.Hook(&hookId, (LPVOID*)&s_RealLoadLibraryExA,
NktHookLibHelpers::GetProcedureAddress(kernel32Handle, "LoadLibraryExA"),
(LPVOID)AntiHookingProtection::LoadLibraryExAHook);
s_HookManager.Hook(&hookId, (LPVOID*)&s_RealLoadLibraryExW,
NktHookLibHelpers::GetProcedureAddress(kernel32Handle, "LoadLibraryExW"),
(LPVOID)AntiHookingProtection::LoadLibraryExWHook);
}
private:
static bool isImageBlacklistedW(LPCWSTR lpLibFileName)
{
LPCWSTR dllName;
// If the library has a path prefixed, remove it
dllName = wcsrchr(lpLibFileName, '\\');
if (!dllName) {
// No prefix, so use the full name
dllName = lpLibFileName;
}
else {
// Advance past the backslash
dllName++;
}
// FIXME: We don't currently handle LoadLibrary calls where the
// library name does not include a file extension and the loader
// automatically assumes .dll.
for (int i = 0; i < ARRAYSIZE(k_BlacklistedDlls); i++) {
if (_wcsicmp(dllName, k_BlacklistedDlls[i]) == 0) {
return true;
}
}
return false;
}
static bool isImageBlacklistedA(LPCSTR lpLibFileName)
{
int uniChars = MultiByteToWideChar(CP_THREAD_ACP, 0, lpLibFileName, -1, nullptr, 0);
if (uniChars > 0) {
PWCHAR wideBuffer = new WCHAR[uniChars];
uniChars = MultiByteToWideChar(CP_THREAD_ACP, 0,
lpLibFileName, -1,
wideBuffer, uniChars * sizeof(WCHAR));
if (uniChars > 0) {
bool ret = isImageBlacklistedW(wideBuffer);
delete[] wideBuffer;
return ret;
}
else {
delete[] wideBuffer;
}
}
// Error path
return false;
}
static HMODULE WINAPI LoadLibraryAHook(LPCSTR lpLibFileName)
{
if (lpLibFileName && isImageBlacklistedA(lpLibFileName)) {
SetLastError(ERROR_ACCESS_DISABLED_BY_POLICY);
return nullptr;
}
return s_RealLoadLibraryA(lpLibFileName);
}
static HMODULE WINAPI LoadLibraryWHook(LPCWSTR lpLibFileName)
{
if (lpLibFileName && isImageBlacklistedW(lpLibFileName)) {
SetLastError(ERROR_ACCESS_DISABLED_BY_POLICY);
return nullptr;
}
return s_RealLoadLibraryW(lpLibFileName);
}
static HMODULE WINAPI LoadLibraryExAHook(LPCSTR lpLibFileName, HANDLE hFile, DWORD dwFlags)
{
if (lpLibFileName && isImageBlacklistedA(lpLibFileName)) {
SetLastError(ERROR_ACCESS_DISABLED_BY_POLICY);
return nullptr;
}
return s_RealLoadLibraryExA(lpLibFileName, hFile, dwFlags);
}
static HMODULE WINAPI LoadLibraryExWHook(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags)
{
if (lpLibFileName && isImageBlacklistedW(lpLibFileName)) {
SetLastError(ERROR_ACCESS_DISABLED_BY_POLICY);
return nullptr;
}
return s_RealLoadLibraryExW(lpLibFileName, hFile, dwFlags);
}
static CNktHookLib s_HookManager;
static LoadLibraryAFunc s_RealLoadLibraryA;
static LoadLibraryWFunc s_RealLoadLibraryW;
static LoadLibraryExAFunc s_RealLoadLibraryExA;
static LoadLibraryExWFunc s_RealLoadLibraryExW;
static constexpr LPCWSTR k_BlacklistedDlls[] = {
// This DLL shipped with ASUS Sonic Radar 3 improperly handles
// D3D9 exclusive fullscreen in a way that causes CreateDeviceEx()
// to deadlock. https://github.com/moonlight-stream/moonlight-qt/issues/102
L"NahimicOSD.dll",
// This DLL has been seen in several crash reports. Some Googling
// suggests it's highly unstable and causes issues in many games.
L"EZFRD32.dll",
L"EZFRD64.dll",
};
};
CNktHookLib AntiHookingProtection::s_HookManager;
LoadLibraryAFunc AntiHookingProtection::s_RealLoadLibraryA;
LoadLibraryWFunc AntiHookingProtection::s_RealLoadLibraryW;
LoadLibraryExAFunc AntiHookingProtection::s_RealLoadLibraryExA;
LoadLibraryExWFunc AntiHookingProtection::s_RealLoadLibraryExW;
AH_EXPORT void AntiHookingDummyImport() {}
extern "C"
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID)
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
AntiHookingProtection::enable();
DisableThreadLibraryCalls(hinstDLL);
break;
}
return TRUE;
};
+10
View File
@@ -0,0 +1,10 @@
#pragma once
#ifdef ANTIHOOKING_LIBRARY
#define AH_EXPORT extern "C" __declspec(dllexport)
#else
#define AH_EXPORT extern "C" __declspec(dllimport)
#endif
AH_EXPORT void AntiHookingDummyImport();
+43 -9
View File
@@ -1,11 +1,9 @@
# Moonlight PC
[Moonlight PC](http://moonlight-stream.com) is an open source implementation of NVIDIA's GameStream, as used by the NVIDIA Shield, but built to run on Windows, Mac, and Linux. This client is the successor to [Moonlight Chrome](https://github.com/moonlight-stream/moonlight-chrome) for streaming on PC.
[Moonlight PC](https://moonlight-stream.org) is an open source implementation of NVIDIA's GameStream, as used by the NVIDIA Shield, but built to run on Windows, Mac, and Linux. This client is the successor to [Moonlight Chrome](https://github.com/moonlight-stream/moonlight-chrome) for streaming on PC.
Moonlight also has mobile versions for [Android](https://github.com/moonlight-stream/moonlight-android) and [iOS](https://github.com/moonlight-stream/moonlight-ios).
See the [releases page](https://github.com/moonlight-stream/moonlight-qt/releases) for download links for Windows and Mac. For Linux, we're on [Flathub](https://flathub.org/apps/details/com.moonlight_stream.Moonlight).
You can follow development on our [Discord server](https://discord.gg/6ERtzFY).
[![Windows AppVeyor Status](https://ci.appveyor.com/api/projects/status/glj5cxqwy2w3bglv/branch/master?svg=true)](https://ci.appveyor.com/project/cgutman/moonlight-qt/branch/master)
@@ -18,19 +16,55 @@ You can follow development on our [Discord server](https://discord.gg/6ERtzFY).
- 5.1 surround sound audio
- HEVC support for better image quality at reduced bandwidth
- Keyboard and mouse support
- Gamepad support with SDL gamepad mappings
- Gamepad support with force feedback for up to 4 players
## Downloads
- [Windows, macOS, and Steam Link](https://github.com/moonlight-stream/moonlight-qt/releases)
- [Snap (for Ubuntu-based Linux distros)](https://snapcraft.io/moonlight)
- [Flatpak (for other Linux distros)](https://flathub.org/apps/details/com.moonlight_stream.Moonlight)
## Building
### General Build Requirements
* Qt 5.9 SDK or later
### Windows-specific Build Requirements
* Windows 7 or later
* [Visual Studio](https://visualstudio.microsoft.com/downloads/) 2015 or later (Community edition is fine)
* Select MSVC Desktop toolchain during Qt installation
* [DirectX SDK](https://www.microsoft.com/en-us/download/details.aspx?id=6812)
* [7-Zip](https://www.7-zip.org/) (only if building installers for non-development PCs)
* [WiX Toolset](http://wixtoolset.org/releases/) v3.11 or later (only if building installers for non-development PCs)
### Mac-specific Build Requirements
* macOS Sierra (10.12) or later
* Xcode 10
* [create-dmg](https://github.com/sindresorhus/create-dmg) (only if building DMGs for use on non-development Macs)
### Linux-specific Build Requirements
* GCC or Clang
* Install your distro equivalents of: `openssl-devel qt5-devel SDL2-devel ffmpeg-devel qt5-qtquickcontrols2-devel libva-devel libvdpau-devel opus-devel pulseaudio-libs-devel alsa-lib-devel SDL2_ttf-devel`
* FFmpeg 4.0 is required to build. If your distro doesn't package FFmpeg 4.0, you can build and install it from source on http://ffmpeg.org/
### Steam Link-specific Build Requirements
* [Steam Link SDK](https://github.com/ValveSoftware/steamlink-sdk) cloned on your build system
* STEAMLINK_SDK_PATH environment variable set to the Steam Link SDK path
### Build Setup Steps
1. Install the latest Qt SDK (and optionally, the Qt Creator IDE) from https://www.qt.io/download
- On Windows, install Visual Studio 2017 and select MSVC 2017 toolchain during Qt installation
- On Mac, install the latest version of XCode
- On Linux, install your distro equivalents of: `openssl-devel qt5-devel SDL2-devel ffmpeg-devel qt5-qtquickcontrols2-devel libva-devel libvdpau-devel`
* You can install Qt via Homebrew on macOS, but you will need to use `brew install qt --with-debug` to be able to create debug builds of Moonlight.
* You may also use your Linux distro's package manager for the Qt SDK as long as the packages are Qt 5.9 or later.
* This step is not required for building on Steam Link, because the Steam Link SDK includes Qt 5.9.
2. Run `git submodule update --init --recursive` from within `moonlight-qt/`
3. Open the project in Qt Creator or build from qmake on the command line
3. Open the project in Qt Creator or build from qmake on the command line.
* To build a binary for use on non-development machines, use the scripts in the `scripts` folder.
* For Windows builds, use `scripts\generate-installers.bat`. Execute this script from the root of the repository within a Qt command prompt. Ensure WiX and 7-Zip binary directories are in your `%PATH%`.
* For macOS builds, use `scripts/generate-dmg.sh`. Execute this script from the root of the repository and ensure Qt's `bin` folder is in your `$PATH`.
* For Steam Link builds, run `scripts/build-steamlink-app.sh` from the root of the repository.
* To build from the command line for development use, run `qmake moonlight-qt.pro` then `make debug` or `make release`
## Contribute
1. Fork us
2. Write code
3. Send Pull Requests
Check out our [website](http://moonlight-stream.com) for project links and information.
Check out our [website](https://moonlight-stream.org) for project links and information.
+2 -2
View File
@@ -23,9 +23,9 @@
<key>NSSupportsAutomaticGraphicsSwitching</key>
<true/>
<key>CFBundleVersion</key>
<string>0.5.1</string>
<string>VERSION</string>
<key>CFBundleShortVersionString</key>
<string>0.5.1</string>
<string>VERSION</string>
<key>CFBundleDisplayName</key>
<string>Moonlight</string>
</dict>
BIN
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+125 -30
View File
@@ -1,4 +1,4 @@
QT += core quick network quickcontrols2 svg multimedia
QT += core quick network quickcontrols2 svg
CONFIG += c++11
unix:!macx {
@@ -14,6 +14,15 @@ CONFIG += debug_and_release
# Ensure symbols are always generated
CONFIG += force_debug_info
# Precompile QML files to avoid writing qmlcache on portable versions.
# Since this binds the app against the Qt runtime version, we will only
# do this for Windows and Mac, since they ship with the Qt runtime.
win32|macx {
CONFIG(release, debug|release) {
CONFIG += qtquickcompiler
}
}
TEMPLATE = app
# The following define makes your compiler emit warnings if you use
@@ -28,25 +37,45 @@ DEFINES += QT_DEPRECATED_WARNINGS
DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000 # disables all the APIs deprecated before Qt 6.0.0
win32 {
INCLUDEPATH += $$PWD/../libs/windows/include
INCLUDEPATH += \
$$PWD/../libs/windows/include \
$$(DXSDK_DIR)/Include
contains(QT_ARCH, i386) {
LIBS += -L$$PWD/../libs/windows/lib/x86
LIBS += -L$$(DXSDK_DIR)/Lib/x86
}
contains(QT_ARCH, x86_64) {
LIBS += -L$$PWD/../libs/windows/lib/x64
LIBS += -L$$(DXSDK_DIR)/Lib/x64
}
LIBS += ws2_32.lib winmm.lib dxva2.lib ole32.lib gdi32.lib user32.lib d3d9.lib dwmapi.lib dbghelp.lib
}
macx {
INCLUDEPATH += $$PWD/../libs/mac/include $$PWD/../libs/mac/Frameworks/SDL2.framework/Versions/A/Headers
INCLUDEPATH += $$PWD/../libs/mac/include
INCLUDEPATH += $$PWD/../libs/mac/Frameworks/SDL2.framework/Versions/A/Headers
INCLUDEPATH += $$PWD/../libs/mac/Frameworks/SDL2_ttf.framework/Versions/A/Headers
LIBS += -L$$PWD/../libs/mac/lib -F$$PWD/../libs/mac/Frameworks
}
unix:!macx {
CONFIG += link_pkgconfig
PKGCONFIG += openssl sdl2 opus
PKGCONFIG += openssl sdl2 SDL2_ttf opus
# SLAudio is used on Steam Link
!config_SL {
CONFIG += soundio
}
soundio {
packagesExist(libpulse) {
PKGCONFIG += libpulse
}
packagesExist(alsa) {
PKGCONFIG += alsa
}
}
packagesExist(libavcodec) {
PKGCONFIG += libavcodec libavutil
@@ -68,53 +97,76 @@ unix:!macx {
}
}
win32 {
LIBS += -llibssl -llibcrypto -lSDL2 -lavcodec -lavutil -lopus
LIBS += -llibssl -llibcrypto -lSDL2 -lSDL2_ttf -lavcodec -lavutil -lopus -ld3dx9
CONFIG += ffmpeg
}
win32:!winrt {
CONFIG += soundio
}
macx {
LIBS += -lssl -lcrypto -lavcodec.58 -lavutil.56 -lopus -framework SDL2
LIBS += -lssl -lcrypto -lavcodec.58 -lavutil.56 -lopus -framework SDL2 -framework SDL2_ttf
LIBS += -lobjc -framework VideoToolbox -framework AVFoundation -framework CoreVideo -framework CoreGraphics -framework CoreMedia -framework AppKit
CONFIG += ffmpeg
# For libsoundio
LIBS += -framework CoreAudio -framework AudioUnit
CONFIG += ffmpeg soundio
}
SOURCES += \
main.cpp \
backend/computerseeker.cpp \
backend/identitymanager.cpp \
backend/nvcomputer.cpp \
backend/nvhttp.cpp \
backend/nvpairingmanager.cpp \
backend/computermanager.cpp \
backend/boxartmanager.cpp \
cli/commandlineparser.cpp \
cli/quitstream.cpp \
cli/startstream.cpp \
settings/streamingpreferences.cpp \
streaming/input.cpp \
streaming/session.cpp \
streaming/audio/audio.cpp \
streaming/audio/renderers/sdlaud.cpp \
streaming/audio/renderers/qtaud.cpp \
gui/computermodel.cpp \
gui/appmodel.cpp \
streaming/streamutils.cpp \
backend/autoupdatechecker.cpp \
path.cpp
path.cpp \
settings/mappingmanager.cpp \
gui/sdlgamepadkeynavigation.cpp \
streaming/video/overlaymanager.cpp \
backend/systemproperties.cpp
HEADERS += \
utils.h \
backend/computerseeker.h \
backend/identitymanager.h \
backend/nvcomputer.h \
backend/nvhttp.h \
backend/nvpairingmanager.h \
backend/computermanager.h \
backend/boxartmanager.h \
cli/commandlineparser.h \
cli/quitstream.h \
cli/startstream.h \
settings/streamingpreferences.h \
streaming/input.hpp \
streaming/session.hpp \
streaming/input.h \
streaming/session.h \
streaming/audio/renderers/renderer.h \
streaming/audio/renderers/sdl.h \
streaming/audio/renderers/qtaud.h \
gui/computermodel.h \
gui/appmodel.h \
streaming/video/decoder.h \
streaming/streamutils.h \
backend/autoupdatechecker.h \
path.h
path.h \
settings/mappingmanager.h \
gui/sdlgamepadkeynavigation.h \
streaming/video/overlaymanager.h \
backend/systemproperties.h
# Platform-specific renderers and decoders
ffmpeg {
@@ -127,10 +179,10 @@ ffmpeg {
streaming/video/ffmpeg-renderers/pacer/pacer.cpp \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.cpp
HEADERS += \
streaming/video/ffmpeg.h \
streaming/video/ffmpeg-renderers/renderer.h \
streaming/video/ffmpeg-renderers/sdlvid.h \
streaming/video/ffmpeg-renderers/pacer/pacer.h \
streaming/video/ffmpeg-renderers/pacer/nullthreadedvsyncsource.h
}
@@ -161,15 +213,20 @@ libvdpau {
SOURCES += streaming/video/ffmpeg-renderers/vdpau.cpp
HEADERS += streaming/video/ffmpeg-renderers/vdpau.h
}
config_SLVideo {
message(SLVideo decoder/renderer selected)
config_SL {
message(Steam Link build configuration selected)
DEFINES += HAVE_SLVIDEO
LIBS += -lSLVideo
SOURCES += streaming/video/sl.cpp
HEADERS += streaming/video/sl.h
DEFINES += STEAM_LINK HAVE_SLVIDEO HAVE_SLAUDIO
LIBS += -lSLVideo -lSLAudio
SOURCES += \
streaming/video/slvid.cpp \
streaming/audio/renderers/slaud.cpp
HEADERS += \
streaming/video/slvid.h \
streaming/audio/renderers/slaud.h
}
win32 {
win32:!winrt {
message(DXVA2 renderer selected)
SOURCES += \
@@ -191,6 +248,13 @@ macx {
streaming/video/ffmpeg-renderers/vt.h \
streaming/video/ffmpeg-renderers/pacer/displaylinkvsyncsource.h
}
soundio {
message(libsoundio audio renderer selected)
DEFINES += HAVE_SOUNDIO SOUNDIO_STATIC_LIBRARY
SOURCES += streaming/audio/renderers/soundioaudiorenderer.cpp
HEADERS += streaming/audio/renderers/soundioaudiorenderer.h
}
RESOURCES += \
resources.qrc \
@@ -216,6 +280,30 @@ else:unix: LIBS += -L$$OUT_PWD/../qmdnsengine/ -lqmdnsengine
INCLUDEPATH += $$PWD/../qmdnsengine/qmdnsengine/src/include $$PWD/../qmdnsengine
DEPENDPATH += $$PWD/../qmdnsengine/qmdnsengine/src/include $$PWD/../qmdnsengine
soundio {
win32:CONFIG(release, debug|release): LIBS += -L$$OUT_PWD/../soundio/release/ -lsoundio
else:win32:CONFIG(debug, debug|release): LIBS += -L$$OUT_PWD/../soundio/debug/ -lsoundio
else:unix: LIBS += -L$$OUT_PWD/../soundio/ -lsoundio
INCLUDEPATH += $$PWD/../soundio/libsoundio
DEPENDPATH += $$PWD/../soundio/libsoundio
}
win32:CONFIG(release, debug|release): LIBS += -L$$OUT_PWD/../h264bitstream/release/ -lh264bitstream
else:win32:CONFIG(debug, debug|release): LIBS += -L$$OUT_PWD/../h264bitstream/debug/ -lh264bitstream
else:unix: LIBS += -L$$OUT_PWD/../h264bitstream/ -lh264bitstream
INCLUDEPATH += $$PWD/../h264bitstream/h264bitstream
DEPENDPATH += $$PWD/../h264bitstream/h264bitstream
!winrt {
win32:CONFIG(release, debug|release): LIBS += -L$$OUT_PWD/../AntiHooking/release/ -lAntiHooking
else:win32:CONFIG(debug, debug|release): LIBS += -L$$OUT_PWD/../AntiHooking/debug/ -lAntiHooking
INCLUDEPATH += $$PWD/../AntiHooking
DEPENDPATH += $$PWD/../AntiHooking
}
unix:!macx: {
isEmpty(PREFIX) {
PREFIX = /usr/local
@@ -238,10 +326,7 @@ unix:!macx: {
appstream.files = deploy/linux/com.moonlight_stream.Moonlight.appdata.xml
appstream.path = $$PREFIX/$$DATADIR/metainfo/
appdata.files = gamecontrollerdb.txt
appdata.path = "$$PREFIX/$$DATADIR/Moonlight Game Streaming Project/Moonlight/"
INSTALLS += target appdata desktop icons appstream
INSTALLS += target desktop icons appstream
}
win32 {
RC_ICONS = moonlight.ico
@@ -253,12 +338,22 @@ win32 {
QMAKE_LFLAGS += /MANIFEST:embed /MANIFESTINPUT:$${PWD}/Moonlight.exe.manifest
}
macx {
QMAKE_INFO_PLIST = $$PWD/Info.plist
# Create Info.plist in object dir with the correct version string
system(cp $$PWD/Info.plist $$OUT_PWD/Info.plist)
system(sed -i -e 's/VERSION/$$cat(version.txt)/g' $$OUT_PWD/Info.plist)
APP_BUNDLE_RESOURCES.files = moonlight.icns gamecontrollerdb.txt
QMAKE_INFO_PLIST = $$OUT_PWD/Info.plist
APP_BUNDLE_RESOURCES.files = moonlight.icns
APP_BUNDLE_RESOURCES.path = Contents/Resources
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES
APP_BUNDLE_FRAMEWORKS.files = $$files(../libs/mac/Frameworks/*.framework, true)
APP_BUNDLE_FRAMEWORKS.path = Contents/Frameworks
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES APP_BUNDLE_FRAMEWORKS
QMAKE_RPATHDIR += @executable_path/../Frameworks
}
VERSION = 0.5.1
DEFINES += VERSION_STR=\\\"0.5.1\\\"
VERSION = "$$cat(version.txt)"
DEFINES += VERSION_STR=\\\"$$cat(version.txt)\\\"
+6 -2
View File
@@ -12,6 +12,9 @@ AutoUpdateChecker::AutoUpdateChecker(QObject *parent) :
// Never communicate over HTTP
m_Nam.setStrictTransportSecurityEnabled(true);
// Allow HTTP redirects
m_Nam.setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
connect(&m_Nam, SIGNAL(finished(QNetworkReply*)),
this, SLOT(handleUpdateCheckRequestFinished(QNetworkReply*)));
@@ -27,7 +30,7 @@ void AutoUpdateChecker::start()
{
#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN) // Only run update checker on platforms without auto-update
// We'll get a callback when this is finished
QUrl url("https://moonlight-stream.com/updates/qt.json");
QUrl url("https://moonlight-stream.org/updates/qt.json");
m_Nam.get(QNetworkRequest(url));
#endif
}
@@ -113,7 +116,8 @@ void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
if (currentVer < latestVer) {
qDebug() << "Update available";
emit onUpdateAvailable(updateObj["browser_url"].toString());
emit onUpdateAvailable(updateObj["version"].toString(),
updateObj["browser_url"].toString());
return;
}
else if (currentVer > latestVer) {
+1 -1
View File
@@ -12,7 +12,7 @@ public:
Q_INVOKABLE void start();
signals:
void onUpdateAvailable(QString url);
void onUpdateAvailable(QString newVersion, QString url);
private slots:
void handleUpdateCheckRequestFinished(QNetworkReply* reply);
+36 -1
View File
@@ -36,6 +36,39 @@ BoxArtManager::getFilePathForBoxArt(NvComputer* computer, int appId)
return dir.filePath(QString::number(appId) + ".png");
}
class NetworkBoxArtLoadTask : public QObject, public QRunnable
{
Q_OBJECT
public:
NetworkBoxArtLoadTask(BoxArtManager* boxArtManager, NvComputer* computer, NvApp& app)
: m_Bam(boxArtManager),
m_Computer(computer),
m_App(app)
{
connect(this, SIGNAL(boxArtFetchCompleted(NvComputer*,NvApp,QUrl)),
boxArtManager, SLOT(handleBoxArtLoadComplete(NvComputer*,NvApp,QUrl)));
}
signals:
void boxArtFetchCompleted(NvComputer* computer, NvApp app, QUrl image);
private:
void run()
{
QUrl image = m_Bam->loadBoxArtFromNetwork(m_Computer, m_App.id);
if (image.isEmpty()) {
// Give it another shot if it fails once
image = m_Bam->loadBoxArtFromNetwork(m_Computer, m_App.id);
}
emit boxArtFetchCompleted(m_Computer, m_App, image);
}
BoxArtManager* m_Bam;
NvComputer* m_Computer;
NvApp m_App;
};
QUrl BoxArtManager::loadBoxArt(NvComputer* computer, NvApp& app)
{
// Try to open the cached file
@@ -64,7 +97,7 @@ void BoxArtManager::handleBoxArtLoadComplete(NvComputer* computer, NvApp app, QU
QUrl BoxArtManager::loadBoxArtFromNetwork(NvComputer* computer, int appId)
{
NvHTTP http(computer->activeAddress);
NvHTTP http(computer->activeAddress, computer->serverCert);
QString cachePath = getFilePathForBoxArt(computer, appId);
QImage image;
@@ -81,3 +114,5 @@ QUrl BoxArtManager::loadBoxArtFromNetwork(NvComputer* computer, int appId)
return QUrl();
}
#include "boxartmanager.moc"
-33
View File
@@ -38,36 +38,3 @@ private:
QDir m_BoxArtDir;
QThreadPool m_ThreadPool;
};
class NetworkBoxArtLoadTask : public QObject, public QRunnable
{
Q_OBJECT
public:
NetworkBoxArtLoadTask(BoxArtManager* boxArtManager, NvComputer* computer, NvApp& app)
: m_Bam(boxArtManager),
m_Computer(computer),
m_App(app)
{
connect(this, SIGNAL(boxArtFetchCompleted(NvComputer*,NvApp,QUrl)),
boxArtManager, SLOT(handleBoxArtLoadComplete(NvComputer*,NvApp,QUrl)));
}
signals:
void boxArtFetchCompleted(NvComputer* computer, NvApp app, QUrl image);
private:
void run()
{
QUrl image = m_Bam->loadBoxArtFromNetwork(m_Computer, m_App.id);
if (image.isEmpty()) {
// Give it another shot if it fails once
image = m_Bam->loadBoxArtFromNetwork(m_Computer, m_App.id);
}
emit boxArtFetchCompleted(m_Computer, m_App, image);
}
BoxArtManager* m_Bam;
NvComputer* m_Computer;
NvApp m_App;
};
+445 -329
View File
@@ -2,283 +2,150 @@
#include "nvhttp.h"
#include "settings/streamingpreferences.h"
#include <Limelight.h>
#include <QtEndian>
#include <QThread>
#include <QUdpSocket>
#include <QHostInfo>
#include <QThreadPool>
#include <QCoreApplication>
#define SER_HOSTS "hosts"
#define SER_NAME "hostname"
#define SER_UUID "uuid"
#define SER_MAC "mac"
#define SER_LOCALADDR "localaddress"
#define SER_REMOTEADDR "remoteaddress"
#define SER_MANUALADDR "manualaddress"
#define SER_APPLIST "apps"
#define SER_APPNAME "name"
#define SER_APPID "id"
#define SER_APPHDR "hdr"
NvComputer::NvComputer(QSettings& settings)
class PcMonitorThread : public QThread
{
this->name = settings.value(SER_NAME).toString();
this->uuid = settings.value(SER_UUID).toString();
this->macAddress = settings.value(SER_MAC).toByteArray();
this->localAddress = settings.value(SER_LOCALADDR).toString();
this->remoteAddress = settings.value(SER_REMOTEADDR).toString();
this->manualAddress = settings.value(SER_MANUALADDR).toString();
Q_OBJECT
int appCount = settings.beginReadArray(SER_APPLIST);
for (int i = 0; i < appCount; i++) {
NvApp app;
#define TRIES_BEFORE_OFFLINING 2
#define POLLS_PER_APPLIST_FETCH 10
settings.setArrayIndex(i);
app.name = settings.value(SER_APPNAME).toString();
app.id = settings.value(SER_APPID).toInt();
app.hdrSupported = settings.value(SER_APPHDR).toBool();
this->appList.append(app);
public:
PcMonitorThread(NvComputer* computer)
: m_Computer(computer)
{
setObjectName("Polling thread for " + computer->name);
}
settings.endArray();
sortAppList();
this->activeAddress = nullptr;
this->currentGameId = 0;
this->pairState = PS_UNKNOWN;
this->state = CS_UNKNOWN;
this->gfeVersion = nullptr;
this->appVersion = nullptr;
this->maxLumaPixelsHEVC = 0;
this->serverCodecModeSupport = 0;
this->pendingQuit = false;
this->gpuModel = nullptr;
}
private:
bool tryPollComputer(QString address, bool& changed)
{
NvHTTP http(address, m_Computer->serverCert);
void
NvComputer::serialize(QSettings& settings)
{
QReadLocker lock(&this->lock);
settings.setValue(SER_NAME, name);
settings.setValue(SER_UUID, uuid);
settings.setValue(SER_MAC, macAddress);
settings.setValue(SER_LOCALADDR, localAddress);
settings.setValue(SER_REMOTEADDR, remoteAddress);
settings.setValue(SER_MANUALADDR, manualAddress);
// Avoid deleting an existing applist if we couldn't get one
if (!appList.isEmpty()) {
settings.remove(SER_APPLIST);
settings.beginWriteArray(SER_APPLIST);
for (int i = 0; i < appList.count(); i++) {
settings.setArrayIndex(i);
settings.setValue(SER_APPNAME, appList[i].name);
settings.setValue(SER_APPID, appList[i].id);
settings.setValue(SER_APPHDR, appList[i].hdrSupported);
QString serverInfo;
try {
serverInfo = http.getServerInfo(NvHTTP::NvLogLevel::NVLL_NONE);
} catch (...) {
return false;
}
settings.endArray();
}
}
void NvComputer::sortAppList()
{
std::stable_sort(appList.begin(), appList.end(), [](const NvApp& app1, const NvApp& app2) {
return app1.name.toLower() < app2.name.toLower();
});
}
NvComputer newState(address, serverInfo, QSslCertificate());
NvComputer::NvComputer(QString address, QString serverInfo)
{
this->name = NvHTTP::getXmlString(serverInfo, "hostname");
if (this->name.isEmpty()) {
this->name = "UNKNOWN";
}
this->uuid = NvHTTP::getXmlString(serverInfo, "uniqueid");
QString newMacString = NvHTTP::getXmlString(serverInfo, "mac");
if (newMacString != "00:00:00:00:00:00") {
QStringList macOctets = newMacString.split(':');
for (QString macOctet : macOctets) {
this->macAddress.append((char) macOctet.toInt(nullptr, 16));
// Ensure the machine that responded is the one we intended to contact
if (m_Computer->uuid != newState.uuid) {
qInfo() << "Found unexpected PC " << newState.name << " looking for " << m_Computer->name;
return false;
}
}
QString codecSupport = NvHTTP::getXmlString(serverInfo, "ServerCodecModeSupport");
if (!codecSupport.isEmpty()) {
this->serverCodecModeSupport = codecSupport.toInt();
}
else {
this->serverCodecModeSupport = 0;
}
QString maxLumaPixelsHEVC = NvHTTP::getXmlString(serverInfo, "MaxLumaPixelsHEVC");
if (!maxLumaPixelsHEVC.isEmpty()) {
this->maxLumaPixelsHEVC = maxLumaPixelsHEVC.toInt();
}
else {
this->maxLumaPixelsHEVC = 0;
}
this->displayModes = NvHTTP::getDisplayModeList(serverInfo);
std::stable_sort(this->displayModes.begin(), this->displayModes.end(),
[](const NvDisplayMode& mode1, const NvDisplayMode& mode2) {
return mode1.width * mode1.height * mode1.refreshRate <
mode2.width * mode2.height * mode2.refreshRate;
});
this->localAddress = NvHTTP::getXmlString(serverInfo, "LocalIP");
this->remoteAddress = NvHTTP::getXmlString(serverInfo, "ExternalIP");
this->pairState = NvHTTP::getXmlString(serverInfo, "PairStatus") == "1" ?
PS_PAIRED : PS_NOT_PAIRED;
this->currentGameId = NvHTTP::getCurrentGame(serverInfo);
this->appVersion = NvHTTP::getXmlString(serverInfo, "appversion");
this->gfeVersion = NvHTTP::getXmlString(serverInfo, "GfeVersion");
this->gpuModel = NvHTTP::getXmlString(serverInfo, "gputype");
this->activeAddress = address;
this->state = NvComputer::CS_ONLINE;
this->pendingQuit = false;
}
bool NvComputer::wake()
{
if (state == NvComputer::CS_ONLINE) {
qWarning() << name << "is already online";
changed = m_Computer->update(newState);
return true;
}
if (macAddress.isEmpty()) {
qWarning() << name << "has no MAC address stored";
return false;
}
bool updateAppList(bool& changed)
{
Q_ASSERT(m_Computer->activeAddress != nullptr);
const quint16 WOL_PORTS[] = {
7, 9, // Standard WOL ports
47998, 47999, 48000, // Ports opened by GFE
};
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
// Create the WoL payload
QByteArray wolPayload;
wolPayload.append(QByteArray::fromHex("FFFFFFFFFFFF"));
for (int i = 0; i < 16; i++) {
wolPayload.append(macAddress);
}
Q_ASSERT(wolPayload.count() == 102);
QVector<NvApp> appList;
// Add the addresses that we know this host to be
// and broadcast addresses for this link just in
// case the host has timed out in ARP entries.
QVector<QString> addressList = uniqueAddresses();
addressList.append("255.255.255.255");
// Try all unique address strings or host names
bool success = false;
for (QString& addressString : addressList) {
QHostInfo hostInfo = QHostInfo::fromName(addressString);
if (hostInfo.error() != QHostInfo::NoError) {
qWarning() << "Error resolving" << addressString << ":" << hostInfo.errorString();
continue;
try {
appList = http.getAppList();
if (appList.isEmpty()) {
return false;
}
} catch (...) {
return false;
}
// Try all IP addresses that this string resolves to
for (QHostAddress& address : hostInfo.addresses()) {
QUdpSocket sock;
QWriteLocker lock(&m_Computer->lock);
if (m_Computer->appList != appList) {
m_Computer->appList = appList;
m_Computer->sortAppList();
changed = true;
}
// Bind to any address on the correct protocol
if (sock.bind(address.protocol() == QUdpSocket::IPv4Protocol ?
QHostAddress::AnyIPv4 : QHostAddress::AnyIPv6)) {
return true;
}
// Send to all ports
for (quint16 port : WOL_PORTS) {
if (sock.writeDatagram(wolPayload, address, port)) {
qInfo().nospace().noquote() << "Send WoL packet to " << name << " via " << address.toString() << ":" << port;
success = true;
void run() override
{
// Always fetch the applist the first time
int pollsSinceLastAppListFetch = POLLS_PER_APPLIST_FETCH;
while (!isInterruptionRequested()) {
bool stateChanged = false;
bool online = false;
bool wasOnline = m_Computer->state == NvComputer::CS_ONLINE;
for (int i = 0; i < TRIES_BEFORE_OFFLINING && !online; i++) {
for (auto& address : m_Computer->uniqueAddresses()) {
if (isInterruptionRequested()) {
return;
}
if (tryPollComputer(address, stateChanged)) {
if (!wasOnline) {
qInfo() << m_Computer->name << "is now online at" << m_Computer->activeAddress;
}
online = true;
break;
}
}
}
}
}
return success;
}
// Check if we failed after all retry attempts
// Note: we don't need to acquire the read lock here,
// because we're on the writing thread.
if (!online && m_Computer->state != NvComputer::CS_OFFLINE) {
qInfo() << m_Computer->name << "is now offline";
m_Computer->state = NvComputer::CS_OFFLINE;
stateChanged = true;
}
QVector<QString> NvComputer::uniqueAddresses()
{
QVector<QString> uniqueAddressList;
// Grab the applist if it's empty or it's been long enough that we need to refresh
pollsSinceLastAppListFetch++;
if (m_Computer->state == NvComputer::CS_ONLINE &&
m_Computer->pairState == NvComputer::PS_PAIRED &&
(m_Computer->appList.isEmpty() || pollsSinceLastAppListFetch >= POLLS_PER_APPLIST_FETCH)) {
// Notify prior to the app list poll since it may take a while, and we don't
// want to delay onlining of a machine, especially if we already have a cached list.
if (stateChanged) {
emit computerStateChanged(m_Computer);
stateChanged = false;
}
// Start with addresses correctly ordered
uniqueAddressList.append(activeAddress);
uniqueAddressList.append(localAddress);
uniqueAddressList.append(remoteAddress);
uniqueAddressList.append(manualAddress);
if (updateAppList(stateChanged)) {
pollsSinceLastAppListFetch = 0;
}
}
// Prune duplicates (always giving precedence to the first)
for (int i = 0; i < uniqueAddressList.count(); i++) {
if (uniqueAddressList[i].isEmpty()) {
uniqueAddressList.remove(i);
i--;
continue;
}
for (int j = i + 1; j < uniqueAddressList.count(); j++) {
if (uniqueAddressList[i] == uniqueAddressList[j]) {
// Always remove the later occurrence
uniqueAddressList.remove(j);
j--;
if (stateChanged) {
// Tell anyone listening that we've changed state
emit computerStateChanged(m_Computer);
}
// Wait a bit to poll again, but do it in 100 ms chunks
// so we can be interrupted reasonably quickly.
// FIXME: QWaitCondition would be better.
for (int i = 0; i < 30 && !isInterruptionRequested(); i++) {
QThread::msleep(100);
}
}
}
// We must have at least 1 address
Q_ASSERT(!uniqueAddressList.isEmpty());
signals:
void computerStateChanged(NvComputer* computer);
return uniqueAddressList;
}
bool NvComputer::update(NvComputer& that)
{
bool changed = false;
// Lock us for write and them for read
QWriteLocker thisLock(&this->lock);
QReadLocker thatLock(&that.lock);
// UUID may not change or we're talking to a new PC
Q_ASSERT(this->uuid == that.uuid);
#define ASSIGN_IF_CHANGED(field) \
if (this->field != that.field) { \
this->field = that.field; \
changed = true; \
}
#define ASSIGN_IF_CHANGED_AND_NONEMPTY(field) \
if (!that.field.isEmpty() && \
this->field != that.field) { \
this->field = that.field; \
changed = true; \
}
ASSIGN_IF_CHANGED(name);
ASSIGN_IF_CHANGED_AND_NONEMPTY(macAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(localAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(remoteAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(manualAddress);
ASSIGN_IF_CHANGED(pairState);
ASSIGN_IF_CHANGED(serverCodecModeSupport);
ASSIGN_IF_CHANGED(currentGameId);
ASSIGN_IF_CHANGED(activeAddress);
ASSIGN_IF_CHANGED(state);
ASSIGN_IF_CHANGED(gfeVersion);
ASSIGN_IF_CHANGED(appVersion);
ASSIGN_IF_CHANGED(maxLumaPixelsHEVC);
ASSIGN_IF_CHANGED(gpuModel);
ASSIGN_IF_CHANGED_AND_NONEMPTY(appList);
ASSIGN_IF_CHANGED_AND_NONEMPTY(displayModes);
return changed;
}
private:
NvComputer* m_Computer;
};
ComputerManager::ComputerManager(QObject *parent)
: QObject(parent),
@@ -295,6 +162,13 @@ ComputerManager::ComputerManager(QObject *parent)
m_KnownHosts[computer->uuid] = computer;
}
settings.endArray();
// To quit in a timely manner, we must block additional requests
// after we receive the aboutToQuit() signal. This is neccessary
// because NvHTTP uses aboutToQuit() to abort requests in progres
// while quitting, however this is a one time signal - additional
// requests would not be aborted and block termination.
connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), this, SLOT(handleAboutToQuit()));
}
ComputerManager::~ComputerManager()
@@ -312,38 +186,19 @@ ComputerManager::~ComputerManager()
delete m_MdnsBrowser;
m_MdnsBrowser = nullptr;
{
QMutableMapIterator<QString, QThread*> i(m_PollThreads);
// Interrupt all polling threads
while (i.hasNext()) {
i.next();
i.value()->requestInterruption();
}
// Wait for all threads to terminate before destroying
// the NvComputer objects.
i.toFront();
while (i.hasNext()) {
i.next();
QThread* thread = i.value();
thread->wait();
delete thread;
i.remove();
}
// Interrupt polling
for (ComputerPollingEntry* entry : m_PollEntries) {
entry->interrupt();
}
{
QMutableMapIterator<QString, NvComputer*> i(m_KnownHosts);
// Delete all polling entries (and associated threads)
for (ComputerPollingEntry* entry : m_PollEntries) {
delete entry;
}
// Destroy all NvComputer objects
while (i.hasNext()) {
i.next();
delete i.value();
i.remove();
}
// Destroy all NvComputer objects now that polling is halted
for (NvComputer* computer : m_KnownHosts) {
delete computer;
}
}
@@ -356,7 +211,7 @@ void ComputerManager::saveHosts()
settings.beginWriteArray(SER_HOSTS);
for (int i = 0; i < m_KnownHosts.count(); i++) {
settings.setArrayIndex(i);
m_KnownHosts[m_KnownHosts.keys()[i]]->serialize(settings);
m_KnownHosts.value(m_KnownHosts.keys()[i])->serialize(settings);
}
settings.endArray();
}
@@ -396,6 +251,31 @@ void ComputerManager::startPolling()
}
}
// Must hold m_Lock for write
void ComputerManager::startPollingComputer(NvComputer* computer)
{
if (m_PollingRef == 0) {
return;
}
ComputerPollingEntry* pollingEntry;
if (!m_PollEntries.contains(computer->uuid)) {
pollingEntry = m_PollEntries[computer->uuid] = new ComputerPollingEntry();
}
else {
pollingEntry = m_PollEntries[computer->uuid];
}
if (!pollingEntry->isActive()) {
PcMonitorThread* thread = new PcMonitorThread(computer);
connect(thread, SIGNAL(computerStateChanged(NvComputer*)),
this, SLOT(handleComputerStateChanged(NvComputer*)));
pollingEntry->setActiveThread(thread);
thread->start();
}
}
void ComputerManager::handleMdnsServiceResolved(MdnsPendingComputer* computer,
const QHostAddress& address)
{
@@ -407,6 +287,19 @@ void ComputerManager::handleMdnsServiceResolved(MdnsPendingComputer* computer,
computer->deleteLater();
}
void ComputerManager::handleComputerStateChanged(NvComputer* computer)
{
emit computerStateChanged(computer);
if (computer->pendingQuit && computer->currentGameId == 0) {
computer->pendingQuit = false;
emit quitAppCompleted(QVariant());
}
// Save updated hosts to QSettings
saveHosts();
}
QVector<NvComputer*> ComputerManager::getComputers()
{
QReadLocker lock(&m_Lock);
@@ -423,24 +316,26 @@ public:
void run()
{
QWriteLocker lock(&m_ComputerManager->m_Lock);
ComputerPollingEntry* pollingEntry;
QThread* pollingThread = m_ComputerManager->m_PollThreads[m_Computer->uuid];
if (pollingThread != nullptr) {
pollingThread->requestInterruption();
// Only do the minimum amount of work while holding the writer lock.
// We must release it before calling saveHosts().
{
QWriteLocker lock(&m_ComputerManager->m_Lock);
// We must wait here because we're going to delete computer
// and we can't do that out from underneath the poller.
pollingThread->wait();
pollingEntry = m_ComputerManager->m_PollEntries.take(m_Computer->uuid);
// The thread is safe to delete now
Q_ASSERT(pollingThread->isFinished());
delete pollingThread;
m_ComputerManager->m_KnownHosts.remove(m_Computer->uuid);
}
m_ComputerManager->m_PollThreads.remove(m_Computer->uuid);
m_ComputerManager->m_KnownHosts.remove(m_Computer->uuid);
// Persist the new host list
m_ComputerManager->saveHosts();
// Delete the polling entry first. This will stop all polling threads too.
delete pollingEntry;
// Finally, delete the computer itself. This must be done
// last because the polling thread might be using it.
delete m_Computer;
}
@@ -456,6 +351,66 @@ void ComputerManager::deleteHost(NvComputer* computer)
QThreadPool::globalInstance()->start(new DeferredHostDeletionTask(this, computer));
}
void ComputerManager::handleAboutToQuit()
{
QWriteLocker lock(&m_Lock);
// Interrupt polling threads immediately, so they
// avoid making additional requests while quitting
for (ComputerPollingEntry* entry : m_PollEntries) {
entry->interrupt();
}
}
class PendingPairingTask : public QObject, public QRunnable
{
Q_OBJECT
public:
PendingPairingTask(ComputerManager* computerManager, NvComputer* computer, QString pin)
: m_Computer(computer),
m_Pin(pin)
{
connect(this, &PendingPairingTask::pairingCompleted,
computerManager, &ComputerManager::pairingCompleted);
}
signals:
void pairingCompleted(NvComputer* computer, QString error);
private:
void run()
{
NvPairingManager pairingManager(m_Computer->activeAddress);
try {
NvPairingManager::PairState result = pairingManager.pair(m_Computer->appVersion, m_Pin, m_Computer->serverCert);
switch (result)
{
case NvPairingManager::PairState::PIN_WRONG:
emit pairingCompleted(m_Computer, "The PIN from the PC didn't match. Please try again.");
break;
case NvPairingManager::PairState::FAILED:
emit pairingCompleted(m_Computer, "Pairing failed. Please try again.");
break;
case NvPairingManager::PairState::ALREADY_IN_PROGRESS:
emit pairingCompleted(m_Computer, "Another pairing attempt is already in progress.");
break;
case NvPairingManager::PairState::PAIRED:
emit pairingCompleted(m_Computer, nullptr);
break;
}
} catch (const GfeHttpResponseException& e) {
emit pairingCompleted(m_Computer, "GeForce Experience returned error: " + e.toQString());
} catch (const QtNetworkReplyException& e) {
emit pairingCompleted(m_Computer, e.toQString());
}
}
NvComputer* m_Computer;
QString m_Pin;
};
void ComputerManager::pairHost(NvComputer* computer, QString pin)
{
// Punt to a worker thread to avoid stalling the
@@ -464,6 +419,55 @@ void ComputerManager::pairHost(NvComputer* computer, QString pin)
QThreadPool::globalInstance()->start(pairing);
}
class PendingQuitTask : public QObject, public QRunnable
{
Q_OBJECT
public:
PendingQuitTask(ComputerManager* computerManager, NvComputer* computer)
: m_Computer(computer)
{
connect(this, &PendingQuitTask::quitAppFailed,
computerManager, &ComputerManager::quitAppCompleted);
}
signals:
void quitAppFailed(QString error);
private:
void run()
{
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
try {
if (m_Computer->currentGameId != 0) {
http.quitApp();
}
} catch (const GfeHttpResponseException& e) {
{
QWriteLocker lock(&m_Computer->lock);
m_Computer->pendingQuit = false;
}
if (e.getStatusCode() == 599) {
// 599 is a special code we make a custom message for
emit quitAppFailed("The running game wasn't started by this PC. "
"You must quit the game on the host PC manually or use the device that originally started the game.");
}
else {
emit quitAppFailed(e.toQString());
}
} catch (const QtNetworkReplyException& e) {
{
QWriteLocker lock(&m_Computer->lock);
m_Computer->pendingQuit = false;
}
emit quitAppFailed(e.toQString());
}
}
NvComputer* m_Computer;
};
void ComputerManager::quitRunningApp(NvComputer* computer)
{
QWriteLocker lock(&computer->lock);
@@ -494,23 +498,168 @@ void ComputerManager::stopPollingAsync()
m_MdnsBrowser = nullptr;
// Interrupt all threads, but don't wait for them to terminate
QMutableMapIterator<QString, QThread*> i(m_PollThreads);
while (i.hasNext()) {
i.next();
QThread* thread = i.value();
// Let this thread delete itself when it's finished
connect(thread, SIGNAL(finished()),
thread, SLOT(deleteLater()));
// The threads will delete themselves when they terminate,
// but we remove them from the polling threads map here.
i.value()->requestInterruption();
i.remove();
for (ComputerPollingEntry* entry : m_PollEntries) {
entry->interrupt();
}
}
class PendingAddTask : public QObject, public QRunnable
{
Q_OBJECT
public:
PendingAddTask(ComputerManager* computerManager, QString address, bool mdns)
: m_ComputerManager(computerManager),
m_Address(address),
m_Mdns(mdns)
{
connect(this, &PendingAddTask::computerAddCompleted,
computerManager, &ComputerManager::computerAddCompleted);
connect(this, &PendingAddTask::computerStateChanged,
computerManager, &ComputerManager::handleComputerStateChanged);
}
signals:
void computerAddCompleted(QVariant success);
void computerStateChanged(NvComputer* computer);
private:
QString fetchServerInfo(NvHTTP& http)
{
QString serverInfo;
try {
// There's a race condition between GameStream servers reporting presence over
// mDNS and the HTTPS server being ready to respond to our queries. To work
// around this issue, we will issue the request again after a few seconds if
// we see a ServiceUnavailableError error.
try {
serverInfo = http.getServerInfo(NvHTTP::NVLL_VERBOSE);
} catch (const QtNetworkReplyException& e) {
if (e.getError() == QNetworkReply::ServiceUnavailableError) {
qWarning() << "Retrying request in 5 seconds after ServiceUnavailableError";
QThread::sleep(5);
serverInfo = http.getServerInfo(NvHTTP::NVLL_VERBOSE);
qInfo() << "Retry successful";
}
else {
// Rethrow other errors
throw e;
}
}
return serverInfo;
} catch (...) {
if (!m_Mdns) {
emit computerAddCompleted(false);
}
return QString();
}
}
void run()
{
NvHTTP http(m_Address, QSslCertificate());
qInfo() << "Processing new PC at" << m_Address << "from" << (m_Mdns ? "mDNS" : "user");
// Perform initial serverinfo fetch over HTTP since we don't know which cert to use
QString serverInfo = fetchServerInfo(http);
if (serverInfo.isEmpty()) {
return;
}
// Create initial newComputer using HTTP serverinfo with no pinned cert
NvComputer* newComputer = new NvComputer(m_Address, serverInfo, QSslCertificate());
// Check if we have a record of this host UUID to pull the pinned cert
NvComputer* existingComputer;
{
QReadLocker lock(&m_ComputerManager->m_Lock);
existingComputer = m_ComputerManager->m_KnownHosts.value(newComputer->uuid);
if (existingComputer != nullptr) {
http.setServerCert(existingComputer->serverCert);
}
}
// Fetch serverinfo again over HTTPS with the pinned cert
if (existingComputer != nullptr) {
serverInfo = fetchServerInfo(http);
if (serverInfo.isEmpty()) {
return;
}
// Update the polled computer with the HTTPS information
NvComputer httpsComputer(m_Address, serverInfo, QSslCertificate());
newComputer->update(httpsComputer);
}
// Update addresses depending on the context
if (m_Mdns) {
newComputer->localAddress = m_Address;
// Get the WAN IP address using STUN if we're on mDNS
quint32 addr;
int err = LiFindExternalAddressIP4("stun.moonlight-stream.org", 3478, &addr);
if (err == 0) {
newComputer->remoteAddress = QHostAddress(qFromBigEndian(addr)).toString();
}
else {
qWarning() << "STUN failed to get WAN address:" << err;
}
}
else {
newComputer->manualAddress = m_Address;
}
{
// Check if this PC already exists
QWriteLocker lock(&m_ComputerManager->m_Lock);
NvComputer* existingComputer = m_ComputerManager->m_KnownHosts.value(newComputer->uuid);
if (existingComputer != nullptr) {
// Fold it into the existing PC
bool changed = existingComputer->update(*newComputer);
delete newComputer;
// Drop the lock before notifying
lock.unlock();
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
}
// Tell our client if something changed
if (changed) {
qInfo() << existingComputer->name << "is now at" << existingComputer->activeAddress;
emit computerStateChanged(existingComputer);
}
}
else {
// Store this in our active sets
m_ComputerManager->m_KnownHosts[newComputer->uuid] = newComputer;
// Start polling if enabled (write lock required)
m_ComputerManager->startPollingComputer(newComputer);
// Drop the lock before notifying
lock.unlock();
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
}
// Tell our client about this new PC
emit computerStateChanged(newComputer);
}
}
}
ComputerManager* m_ComputerManager;
QString m_Address;
bool m_Mdns;
};
void ComputerManager::addNewHost(QString address, bool mdns)
{
// Punt to a worker thread to avoid stalling the
@@ -519,37 +668,4 @@ void ComputerManager::addNewHost(QString address, bool mdns)
QThreadPool::globalInstance()->start(addTask);
}
void
ComputerManager::handleComputerStateChanged(NvComputer* computer)
{
emit computerStateChanged(computer);
if (computer->pendingQuit && computer->currentGameId == 0) {
computer->pendingQuit = false;
emit quitAppCompleted(QVariant());
}
// Save updated hosts to QSettings
saveHosts();
}
// Must hold m_Lock for write
void
ComputerManager::startPollingComputer(NvComputer* computer)
{
if (m_PollingRef == 0) {
return;
}
if (m_PollThreads.contains(computer->uuid)) {
Q_ASSERT(m_PollThreads[computer->uuid]->isRunning());
return;
}
PcMonitorThread* thread = new PcMonitorThread(computer);
connect(thread, SIGNAL(computerStateChanged(NvComputer*)),
this, SLOT(handleComputerStateChanged(NvComputer*)));
m_PollThreads[computer->uuid] = thread;
thread->start();
}
#include "computermanager.moc"
+78 -388
View File
@@ -1,5 +1,6 @@
#pragma once
#include "nvhttp.h"
#include "nvcomputer.h"
#include "nvpairingmanager.h"
#include <qmdnsengine/server.h>
@@ -13,207 +14,6 @@
#include <QSettings>
#include <QRunnable>
class NvComputer
{
friend class PcMonitorThread;
friend class ComputerManager;
friend class PendingQuitTask;
private:
void sortAppList();
bool pendingQuit;
public:
explicit NvComputer(QString address, QString serverInfo);
explicit NvComputer(QSettings& settings);
bool
update(NvComputer& that);
bool
wake();
QVector<QString>
uniqueAddresses();
void
serialize(QSettings& settings);
enum PairState
{
PS_UNKNOWN,
PS_PAIRED,
PS_NOT_PAIRED
};
enum ComputerState
{
CS_UNKNOWN,
CS_ONLINE,
CS_OFFLINE
};
// Ephemeral traits
ComputerState state;
PairState pairState;
QString activeAddress;
int currentGameId;
QString gfeVersion;
QString appVersion;
QVector<NvDisplayMode> displayModes;
int maxLumaPixelsHEVC;
int serverCodecModeSupport;
QString gpuModel;
// Persisted traits
QString localAddress;
QString remoteAddress;
QString manualAddress;
QByteArray macAddress;
QString name;
QString uuid;
QVector<NvApp> appList;
// Synchronization
QReadWriteLock lock;
};
// FIXME: MOC isn't finding Q_OBJECT properly when this is confined
// to computermanager.cpp as it should be.
class PcMonitorThread : public QThread
{
Q_OBJECT
#define TRIES_BEFORE_OFFLINING 2
#define POLLS_PER_APPLIST_FETCH 10
public:
PcMonitorThread(NvComputer* computer)
: m_Computer(computer)
{
setObjectName("Polling thread for " + computer->name);
}
private:
bool tryPollComputer(QString address, bool& changed)
{
NvHTTP http(address);
QString serverInfo;
try {
serverInfo = http.getServerInfo(NvHTTP::NvLogLevel::NONE);
} catch (...) {
return false;
}
NvComputer newState(address, serverInfo);
// Ensure the machine that responded is the one we intended to contact
if (m_Computer->uuid != newState.uuid) {
qInfo() << "Found unexpected PC " << newState.name << " looking for " << m_Computer->name;
return false;
}
changed = m_Computer->update(newState);
return true;
}
bool updateAppList(bool& changed)
{
Q_ASSERT(m_Computer->activeAddress != nullptr);
NvHTTP http(m_Computer->activeAddress);
QVector<NvApp> appList;
try {
appList = http.getAppList();
if (appList.isEmpty()) {
return false;
}
} catch (...) {
return false;
}
QWriteLocker lock(&m_Computer->lock);
if (m_Computer->appList != appList) {
m_Computer->appList = appList;
m_Computer->sortAppList();
changed = true;
}
return true;
}
void run() override
{
// Always fetch the applist the first time
int pollsSinceLastAppListFetch = POLLS_PER_APPLIST_FETCH;
while (!isInterruptionRequested()) {
bool stateChanged = false;
bool online = false;
bool wasOnline = m_Computer->state == NvComputer::CS_ONLINE;
for (int i = 0; i < TRIES_BEFORE_OFFLINING && !online; i++) {
for (auto& address : m_Computer->uniqueAddresses()) {
if (isInterruptionRequested()) {
return;
}
if (tryPollComputer(address, stateChanged)) {
if (!wasOnline) {
qInfo() << m_Computer->name << "is now online at" << m_Computer->activeAddress;
}
online = true;
break;
}
}
}
// Check if we failed after all retry attempts
// Note: we don't need to acquire the read lock here,
// because we're on the writing thread.
if (!online && m_Computer->state != NvComputer::CS_OFFLINE) {
qInfo() << m_Computer->name << "is now offline";
m_Computer->state = NvComputer::CS_OFFLINE;
stateChanged = true;
}
// Grab the applist if it's empty or it's been long enough that we need to refresh
pollsSinceLastAppListFetch++;
if (m_Computer->state == NvComputer::CS_ONLINE &&
m_Computer->pairState == NvComputer::PS_PAIRED &&
(m_Computer->appList.isEmpty() || pollsSinceLastAppListFetch >= POLLS_PER_APPLIST_FETCH)) {
// Notify prior to the app list poll since it may take a while, and we don't
// want to delay onlining of a machine, especially if we already have a cached list.
if (stateChanged) {
emit computerStateChanged(m_Computer);
stateChanged = false;
}
if (updateAppList(stateChanged)) {
pollsSinceLastAppListFetch = 0;
}
}
if (stateChanged) {
// Tell anyone listening that we've changed state
emit computerStateChanged(m_Computer);
}
// Wait a bit to poll again
QThread::sleep(3);
}
}
signals:
void computerStateChanged(NvComputer* computer);
private:
NvComputer* m_Computer;
};
class MdnsPendingComputer : public QObject
{
Q_OBJECT
@@ -251,6 +51,79 @@ private:
QMdnsEngine::Resolver m_Resolver;
};
class ComputerPollingEntry
{
public:
ComputerPollingEntry()
: m_ActiveThread(nullptr)
{
}
virtual ~ComputerPollingEntry()
{
interrupt();
// interrupt() should have taken care of this
Q_ASSERT(m_ActiveThread == nullptr);
for (QThread* thread : m_InactiveList) {
thread->wait();
delete thread;
}
}
bool isActive()
{
cleanInactiveList();
return m_ActiveThread != nullptr;
}
void setActiveThread(QThread* thread)
{
cleanInactiveList();
Q_ASSERT(!isActive());
m_ActiveThread = thread;
}
void interrupt()
{
cleanInactiveList();
if (m_ActiveThread != nullptr) {
// Interrupt the active thread
m_ActiveThread->requestInterruption();
// Place it on the inactive list awaiting death
m_InactiveList.append(m_ActiveThread);
m_ActiveThread = nullptr;
}
}
private:
void cleanInactiveList()
{
QMutableListIterator<QThread*> i(m_InactiveList);
// Reap any threads that have finished
while (i.hasNext()) {
i.next();
QThread* thread = i.value();
if (thread->isFinished()) {
delete thread;
i.remove();
}
}
}
QThread* m_ActiveThread;
QList<QThread*> m_InactiveList;
};
class ComputerManager : public QObject
{
Q_OBJECT
@@ -288,6 +161,8 @@ signals:
void quitAppCompleted(QVariant error);
private slots:
void handleAboutToQuit();
void handleComputerStateChanged(NvComputer* computer);
void handleMdnsServiceResolved(MdnsPendingComputer* computer, const QHostAddress& address);
@@ -300,194 +175,9 @@ private:
int m_PollingRef;
QReadWriteLock m_Lock;
QMap<QString, NvComputer*> m_KnownHosts;
QMap<QString, QThread*> m_PollThreads;
QMap<QString, ComputerPollingEntry*> m_PollEntries;
QMdnsEngine::Server m_MdnsServer;
QMdnsEngine::Browser* m_MdnsBrowser;
QMdnsEngine::Cache m_MdnsCache;
QVector<MdnsPendingComputer*> m_PendingResolution;
};
class PendingPairingTask : public QObject, public QRunnable
{
Q_OBJECT
public:
PendingPairingTask(ComputerManager* computerManager, NvComputer* computer, QString pin)
: m_Computer(computer),
m_Pin(pin)
{
connect(this, &PendingPairingTask::pairingCompleted,
computerManager, &ComputerManager::pairingCompleted);
}
signals:
void pairingCompleted(NvComputer* computer, QString error);
private:
void run()
{
NvPairingManager pairingManager(m_Computer->activeAddress);
try {
NvPairingManager::PairState result = pairingManager.pair(m_Computer->appVersion, m_Pin);
switch (result)
{
case NvPairingManager::PairState::PIN_WRONG:
emit pairingCompleted(m_Computer, "The PIN from the PC didn't match. Please try again.");
break;
case NvPairingManager::PairState::FAILED:
emit pairingCompleted(m_Computer, "Pairing failed. Please try again.");
break;
case NvPairingManager::PairState::ALREADY_IN_PROGRESS:
emit pairingCompleted(m_Computer, "Another pairing attempt is already in progress.");
break;
case NvPairingManager::PairState::PAIRED:
emit pairingCompleted(m_Computer, nullptr);
break;
}
} catch (const GfeHttpResponseException& e) {
emit pairingCompleted(m_Computer, e.toQString());
}
}
NvComputer* m_Computer;
QString m_Pin;
};
class PendingQuitTask : public QObject, public QRunnable
{
Q_OBJECT
public:
PendingQuitTask(ComputerManager* computerManager, NvComputer* computer)
: m_Computer(computer)
{
connect(this, &PendingQuitTask::quitAppFailed,
computerManager, &ComputerManager::quitAppCompleted);
}
signals:
void quitAppFailed(QString error);
private:
void run()
{
NvHTTP http(m_Computer->activeAddress);
try {
if (m_Computer->currentGameId != 0) {
http.quitApp();
}
} catch (const GfeHttpResponseException& e) {
{
QWriteLocker lock(&m_Computer->lock);
m_Computer->pendingQuit = false;
}
if (e.getStatusCode() == 599) {
// 599 is a special code we make a custom message for
emit quitAppFailed("The running game wasn't started by this PC. "
"You must quit the game on the host PC manually or use the device that originally started the game.");
}
else {
emit quitAppFailed(e.toQString());
}
}
}
NvComputer* m_Computer;
};
class PendingAddTask : public QObject, public QRunnable
{
Q_OBJECT
public:
PendingAddTask(ComputerManager* computerManager, QString address, bool mdns)
: m_ComputerManager(computerManager),
m_Address(address),
m_Mdns(mdns)
{
connect(this, &PendingAddTask::computerAddCompleted,
computerManager, &ComputerManager::computerAddCompleted);
connect(this, &PendingAddTask::computerStateChanged,
computerManager, &ComputerManager::handleComputerStateChanged);
}
signals:
void computerAddCompleted(QVariant success);
void computerStateChanged(NvComputer* computer);
private:
void run()
{
NvHTTP http(m_Address);
qInfo() << "Processing new PC at" << m_Address << "from" << (m_Mdns ? "mDNS" : "user");
QString serverInfo;
try {
serverInfo = http.getServerInfo(NvHTTP::NvLogLevel::VERBOSE);
} catch (...) {
if (!m_Mdns) {
emit computerAddCompleted(false);
}
return;
}
NvComputer* newComputer = new NvComputer(m_Address, serverInfo);
// Update addresses depending on the context
if (m_Mdns) {
newComputer->localAddress = m_Address;
}
else {
newComputer->manualAddress = m_Address;
}
// Check if this PC already exists
QWriteLocker lock(&m_ComputerManager->m_Lock);
NvComputer* existingComputer = m_ComputerManager->m_KnownHosts[newComputer->uuid];
if (existingComputer != nullptr) {
// Fold it into the existing PC
bool changed = existingComputer->update(*newComputer);
delete newComputer;
// Drop the lock before notifying
lock.unlock();
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
}
// Tell our client if something changed
if (changed) {
qInfo() << existingComputer->name << "is now at" << existingComputer->activeAddress;
emit computerStateChanged(existingComputer);
}
}
else {
// Store this in our active sets
m_ComputerManager->m_KnownHosts[newComputer->uuid] = newComputer;
// Start polling if enabled (write lock required)
m_ComputerManager->startPollingComputer(newComputer);
// Drop the lock before notifying
lock.unlock();
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
}
// Tell our client about this new PC
emit computerStateChanged(newComputer);
}
}
ComputerManager* m_ComputerManager;
QString m_Address;
bool m_Mdns;
};
+59
View File
@@ -0,0 +1,59 @@
#include "computerseeker.h"
#include "computermanager.h"
#include <QTimer>
ComputerSeeker::ComputerSeeker(ComputerManager *manager, QString computerName, QObject *parent)
: QObject(parent), m_ComputerManager(manager), m_ComputerName(computerName),
m_TimeoutTimer(new QTimer(this))
{
m_TimeoutTimer->setSingleShot(true);
connect(m_TimeoutTimer, &QTimer::timeout,
this, &ComputerSeeker::onTimeout);
connect(m_ComputerManager, &ComputerManager::computerStateChanged,
this, &ComputerSeeker::onComputerUpdated);
}
void ComputerSeeker::start(int timeout)
{
m_TimeoutTimer->start(timeout);
// Seek desired computer by both connecting to it directly (this may fail
// if m_ComputerName is UUID, or the name that doesn't resolve to an IP
// address) and by polling it using mDNS, hopefully one of these methods
// would find the host
m_ComputerManager->addNewHost(m_ComputerName, false);
m_ComputerManager->startPolling();
}
void ComputerSeeker::onComputerUpdated(NvComputer *computer)
{
if (!m_TimeoutTimer->isActive()) {
return;
}
if (matchComputer(computer) && isOnline(computer)) {
m_ComputerManager->stopPollingAsync();
m_TimeoutTimer->stop();
emit computerFound(computer);
}
}
bool ComputerSeeker::matchComputer(NvComputer *computer) const
{
QString value = m_ComputerName.toLower();
return computer->name.toLower() == value ||
computer->localAddress.toLower() == value ||
computer->remoteAddress.toLower() == value ||
computer->manualAddress.toLower() == value ||
computer->uuid.toLower() == value;
}
bool ComputerSeeker::isOnline(NvComputer *computer) const
{
return computer->state == NvComputer::CS_ONLINE;
}
void ComputerSeeker::onTimeout()
{
m_TimeoutTimer->stop();
m_ComputerManager->stopPollingAsync();
emit errorTimeout();
}
+33
View File
@@ -0,0 +1,33 @@
#pragma once
#include <QObject>
class ComputerManager;
class NvComputer;
class QTimer;
class ComputerSeeker : public QObject
{
Q_OBJECT
public:
explicit ComputerSeeker(ComputerManager *manager, QString computerName, QObject *parent = nullptr);
void start(int timeout);
signals:
void computerFound(NvComputer *computer);
void errorTimeout();
private slots:
void onComputerUpdated(NvComputer *computer);
void onTimeout();
private:
bool matchComputer(NvComputer *computer) const;
bool isOnline(NvComputer *computer) const;
private:
ComputerManager *m_ComputerManager;
QString m_ComputerName;
QTimer *m_TimeoutTimer;
};
+313
View File
@@ -0,0 +1,313 @@
#include "nvcomputer.h"
#include <QUdpSocket>
#include <QHostInfo>
#include <QNetworkInterface>
#define SER_NAME "hostname"
#define SER_UUID "uuid"
#define SER_MAC "mac"
#define SER_LOCALADDR "localaddress"
#define SER_REMOTEADDR "remoteaddress"
#define SER_MANUALADDR "manualaddress"
#define SER_APPLIST "apps"
#define SER_SRVCERT "srvcert"
#define SER_APPNAME "name"
#define SER_APPID "id"
#define SER_APPHDR "hdr"
NvComputer::NvComputer(QSettings& settings)
{
this->name = settings.value(SER_NAME).toString();
this->uuid = settings.value(SER_UUID).toString();
this->macAddress = settings.value(SER_MAC).toByteArray();
this->localAddress = settings.value(SER_LOCALADDR).toString();
this->remoteAddress = settings.value(SER_REMOTEADDR).toString();
this->manualAddress = settings.value(SER_MANUALADDR).toString();
this->serverCert = QSslCertificate(settings.value(SER_SRVCERT).toByteArray());
int appCount = settings.beginReadArray(SER_APPLIST);
for (int i = 0; i < appCount; i++) {
NvApp app;
settings.setArrayIndex(i);
app.name = settings.value(SER_APPNAME).toString();
app.id = settings.value(SER_APPID).toInt();
app.hdrSupported = settings.value(SER_APPHDR).toBool();
this->appList.append(app);
}
settings.endArray();
sortAppList();
this->activeAddress = nullptr;
this->currentGameId = 0;
this->pairState = PS_UNKNOWN;
this->state = CS_UNKNOWN;
this->gfeVersion = nullptr;
this->appVersion = nullptr;
this->maxLumaPixelsHEVC = 0;
this->serverCodecModeSupport = 0;
this->pendingQuit = false;
this->gpuModel = nullptr;
}
void NvComputer::serialize(QSettings& settings)
{
QReadLocker lock(&this->lock);
settings.setValue(SER_NAME, name);
settings.setValue(SER_UUID, uuid);
settings.setValue(SER_MAC, macAddress);
settings.setValue(SER_LOCALADDR, localAddress);
settings.setValue(SER_REMOTEADDR, remoteAddress);
settings.setValue(SER_MANUALADDR, manualAddress);
settings.setValue(SER_SRVCERT, serverCert.toPem());
// Avoid deleting an existing applist if we couldn't get one
if (!appList.isEmpty()) {
settings.remove(SER_APPLIST);
settings.beginWriteArray(SER_APPLIST);
for (int i = 0; i < appList.count(); i++) {
settings.setArrayIndex(i);
settings.setValue(SER_APPNAME, appList[i].name);
settings.setValue(SER_APPID, appList[i].id);
settings.setValue(SER_APPHDR, appList[i].hdrSupported);
}
settings.endArray();
}
}
void NvComputer::sortAppList()
{
std::stable_sort(appList.begin(), appList.end(), [](const NvApp& app1, const NvApp& app2) {
return app1.name.toLower() < app2.name.toLower();
});
}
NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serverCert)
{
this->serverCert = serverCert;
this->name = NvHTTP::getXmlString(serverInfo, "hostname");
if (this->name.isEmpty()) {
this->name = "UNKNOWN";
}
this->uuid = NvHTTP::getXmlString(serverInfo, "uniqueid");
QString newMacString = NvHTTP::getXmlString(serverInfo, "mac");
if (newMacString != "00:00:00:00:00:00") {
QStringList macOctets = newMacString.split(':');
for (QString macOctet : macOctets) {
this->macAddress.append((char) macOctet.toInt(nullptr, 16));
}
}
QString codecSupport = NvHTTP::getXmlString(serverInfo, "ServerCodecModeSupport");
if (!codecSupport.isEmpty()) {
this->serverCodecModeSupport = codecSupport.toInt();
}
else {
this->serverCodecModeSupport = 0;
}
QString maxLumaPixelsHEVC = NvHTTP::getXmlString(serverInfo, "MaxLumaPixelsHEVC");
if (!maxLumaPixelsHEVC.isEmpty()) {
this->maxLumaPixelsHEVC = maxLumaPixelsHEVC.toInt();
}
else {
this->maxLumaPixelsHEVC = 0;
}
this->displayModes = NvHTTP::getDisplayModeList(serverInfo);
std::stable_sort(this->displayModes.begin(), this->displayModes.end(),
[](const NvDisplayMode& mode1, const NvDisplayMode& mode2) {
return mode1.width * mode1.height * mode1.refreshRate <
mode2.width * mode2.height * mode2.refreshRate;
});
this->localAddress = NvHTTP::getXmlString(serverInfo, "LocalIP");
this->remoteAddress = NvHTTP::getXmlString(serverInfo, "ExternalIP");
this->pairState = NvHTTP::getXmlString(serverInfo, "PairStatus") == "1" ?
PS_PAIRED : PS_NOT_PAIRED;
this->currentGameId = NvHTTP::getCurrentGame(serverInfo);
this->appVersion = NvHTTP::getXmlString(serverInfo, "appversion");
this->gfeVersion = NvHTTP::getXmlString(serverInfo, "GfeVersion");
this->gpuModel = NvHTTP::getXmlString(serverInfo, "gputype");
this->activeAddress = address;
this->state = NvComputer::CS_ONLINE;
this->pendingQuit = false;
}
bool NvComputer::wake()
{
if (state == NvComputer::CS_ONLINE) {
qWarning() << name << "is already online";
return true;
}
if (macAddress.isEmpty()) {
qWarning() << name << "has no MAC address stored";
return false;
}
const quint16 WOL_PORTS[] = {
7, 9, // Standard WOL ports
47998, 47999, 48000, // Ports opened by GFE
};
// Create the WoL payload
QByteArray wolPayload;
wolPayload.append(QByteArray::fromHex("FFFFFFFFFFFF"));
for (int i = 0; i < 16; i++) {
wolPayload.append(macAddress);
}
Q_ASSERT(wolPayload.count() == 102);
// Add the addresses that we know this host to be
// and broadcast addresses for this link just in
// case the host has timed out in ARP entries.
QVector<QString> addressList = uniqueAddresses();
addressList.append("255.255.255.255");
// Try to broadcast on all available NICs
for (const QNetworkInterface& nic : QNetworkInterface::allInterfaces()) {
// Ensure the interface is up and skip the loopback adapter
if ((nic.flags() & QNetworkInterface::IsUp) == 0 ||
(nic.flags() & QNetworkInterface::IsLoopBack) != 0) {
continue;
}
QHostAddress allNodesMulticast("FF02::1");
for (const QNetworkAddressEntry& addr : nic.addressEntries()) {
// Store the scope ID for this NIC if IPv6 is enabled
if (!addr.ip().scopeId().isEmpty()) {
allNodesMulticast.setScopeId(addr.ip().scopeId());
}
// Skip IPv6 which doesn't support broadcast
if (!addr.broadcast().isNull()) {
addressList.append(addr.broadcast().toString());
}
}
if (!allNodesMulticast.scopeId().isEmpty()) {
addressList.append(allNodesMulticast.toString());
}
}
// Try all unique address strings or host names
bool success = false;
for (QString& addressString : addressList) {
QHostInfo hostInfo = QHostInfo::fromName(addressString);
if (hostInfo.error() != QHostInfo::NoError) {
qWarning() << "Error resolving" << addressString << ":" << hostInfo.errorString();
continue;
}
// Try all IP addresses that this string resolves to
for (QHostAddress& address : hostInfo.addresses()) {
QUdpSocket sock;
// Send to all ports
for (quint16 port : WOL_PORTS) {
if (sock.writeDatagram(wolPayload, address, port)) {
qInfo().nospace().noquote() << "Sent WoL packet to " << name << " via " << address.toString() << ":" << port;
success = true;
}
else {
qWarning() << "Send failed:" << sock.error();
}
}
}
}
return success;
}
QVector<QString> NvComputer::uniqueAddresses()
{
QVector<QString> uniqueAddressList;
// Start with addresses correctly ordered
uniqueAddressList.append(activeAddress);
uniqueAddressList.append(localAddress);
uniqueAddressList.append(remoteAddress);
uniqueAddressList.append(manualAddress);
// Prune duplicates (always giving precedence to the first)
for (int i = 0; i < uniqueAddressList.count(); i++) {
if (uniqueAddressList[i].isEmpty()) {
uniqueAddressList.remove(i);
i--;
continue;
}
for (int j = i + 1; j < uniqueAddressList.count(); j++) {
if (uniqueAddressList[i] == uniqueAddressList[j]) {
// Always remove the later occurrence
uniqueAddressList.remove(j);
j--;
}
}
}
// We must have at least 1 address
Q_ASSERT(!uniqueAddressList.isEmpty());
return uniqueAddressList;
}
bool NvComputer::update(NvComputer& that)
{
bool changed = false;
// Lock us for write and them for read
QWriteLocker thisLock(&this->lock);
QReadLocker thatLock(&that.lock);
// UUID may not change or we're talking to a new PC
Q_ASSERT(this->uuid == that.uuid);
#define ASSIGN_IF_CHANGED(field) \
if (this->field != that.field) { \
this->field = that.field; \
changed = true; \
}
#define ASSIGN_IF_CHANGED_AND_NONEMPTY(field) \
if (!that.field.isEmpty() && \
this->field != that.field) { \
this->field = that.field; \
changed = true; \
}
#define ASSIGN_IF_CHANGED_AND_NONNULL(field) \
if (!that.field.isNull() && \
this->field != that.field) { \
this->field = that.field; \
changed = true; \
}
ASSIGN_IF_CHANGED(name);
ASSIGN_IF_CHANGED_AND_NONEMPTY(macAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(localAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(remoteAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(manualAddress);
ASSIGN_IF_CHANGED(pairState);
ASSIGN_IF_CHANGED(serverCodecModeSupport);
ASSIGN_IF_CHANGED(currentGameId);
ASSIGN_IF_CHANGED(activeAddress);
ASSIGN_IF_CHANGED(state);
ASSIGN_IF_CHANGED(gfeVersion);
ASSIGN_IF_CHANGED(appVersion);
ASSIGN_IF_CHANGED(maxLumaPixelsHEVC);
ASSIGN_IF_CHANGED(gpuModel);
ASSIGN_IF_CHANGED_AND_NONNULL(serverCert);
ASSIGN_IF_CHANGED_AND_NONEMPTY(appList);
ASSIGN_IF_CHANGED_AND_NONEMPTY(displayModes);
return changed;
}
+76
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@@ -0,0 +1,76 @@
#pragma once
#include "nvhttp.h"
#include <QThread>
#include <QReadWriteLock>
#include <QSettings>
#include <QRunnable>
class NvComputer
{
friend class PcMonitorThread;
friend class ComputerManager;
friend class PendingQuitTask;
private:
void sortAppList();
bool pendingQuit;
public:
explicit NvComputer(QString address, QString serverInfo, QSslCertificate serverCert);
explicit NvComputer(QSettings& settings);
bool
update(NvComputer& that);
bool
wake();
QVector<QString>
uniqueAddresses();
void
serialize(QSettings& settings);
enum PairState
{
PS_UNKNOWN,
PS_PAIRED,
PS_NOT_PAIRED
};
enum ComputerState
{
CS_UNKNOWN,
CS_ONLINE,
CS_OFFLINE
};
// Ephemeral traits
ComputerState state;
PairState pairState;
QString activeAddress;
int currentGameId;
QString gfeVersion;
QString appVersion;
QVector<NvDisplayMode> displayModes;
int maxLumaPixelsHEVC;
int serverCodecModeSupport;
QString gpuModel;
// Persisted traits
QString localAddress;
QString remoteAddress;
QString manualAddress;
QByteArray macAddress;
QString name;
QString uuid;
QSslCertificate serverCert;
QVector<NvApp> appList;
// Synchronization
QReadWriteLock lock;
};
+121 -50
View File
@@ -10,11 +10,16 @@
#include <QSslKey>
#include <QImageReader>
#include <QtEndian>
#include <QNetworkProxy>
#define REQUEST_TIMEOUT_MS 5000
#define LAUNCH_TIMEOUT_MS 120000
#define RESUME_TIMEOUT_MS 30000
#define QUIT_TIMEOUT_MS 30000
NvHTTP::NvHTTP(QString address) :
m_Address(address)
NvHTTP::NvHTTP(QString address, QSslCertificate serverCert) :
m_Address(address),
m_ServerCert(serverCert)
{
Q_ASSERT(!address.isEmpty());
@@ -24,6 +29,17 @@ NvHTTP::NvHTTP(QString address) :
m_BaseUrlHttps.setHost(address);
m_BaseUrlHttp.setPort(47989);
m_BaseUrlHttps.setPort(47984);
// Never use a proxy server
QNetworkProxy noProxy(QNetworkProxy::NoProxy);
m_Nam.setProxy(noProxy);
connect(&m_Nam, &QNetworkAccessManager::sslErrors, this, &NvHTTP::handleSslErrors);
}
void NvHTTP::setServerCert(QSslCertificate serverCert)
{
m_ServerCert = serverCert;
}
QVector<int>
@@ -68,36 +84,50 @@ NvHTTP::getServerInfo(NvLogLevel logLevel)
{
QString serverInfo;
try
// Check if we have a pinned cert for this host yet
if (!m_ServerCert.isNull())
{
// Always try HTTPS first, since it properly reports
// pairing status (and a few other attributes).
serverInfo = openConnectionToString(m_BaseUrlHttps,
"serverinfo",
nullptr,
true,
logLevel);
// Throws if the request failed
verifyResponseStatus(serverInfo);
}
catch (const GfeHttpResponseException& e)
{
if (e.getStatusCode() == 401)
try
{
// Certificate validation error, fallback to HTTP
serverInfo = openConnectionToString(m_BaseUrlHttp,
// Always try HTTPS first, since it properly reports
// pairing status (and a few other attributes).
serverInfo = openConnectionToString(m_BaseUrlHttps,
"serverinfo",
nullptr,
true,
REQUEST_TIMEOUT_MS,
logLevel);
// Throws if the request failed
verifyResponseStatus(serverInfo);
}
else
catch (const GfeHttpResponseException& e)
{
// Rethrow real errors
throw e;
if (e.getStatusCode() == 401)
{
// Certificate validation error, fallback to HTTP
serverInfo = openConnectionToString(m_BaseUrlHttp,
"serverinfo",
nullptr,
REQUEST_TIMEOUT_MS,
logLevel);
verifyResponseStatus(serverInfo);
}
else
{
// Rethrow real errors
throw e;
}
}
}
else
{
// Only use HTTP prior to pairing
serverInfo = openConnectionToString(m_BaseUrlHttp,
"serverinfo",
nullptr,
REQUEST_TIMEOUT_MS,
logLevel);
verifyResponseStatus(serverInfo);
}
return serverInfo;
}
@@ -144,7 +174,10 @@ NvHTTP::launchApp(int appId,
"appid="+QString::number(appId)+
"&mode="+QString::number(streamConfig->width)+"x"+
QString::number(streamConfig->height)+"x"+
QString::number(streamConfig->fps)+
// Using an FPS value over 60 causes SOPS to default to 720p60,
// so force it to 60 when starting. This won't impact our ability
// to get > 60 FPS while actually streaming though.
QString::number(streamConfig->fps > 60 ? 60 : streamConfig->fps)+
"&additionalStates=1&sops="+QString::number(sops ? 1 : 0)+
"&rikey="+QByteArray(streamConfig->remoteInputAesKey, sizeof(streamConfig->remoteInputAesKey)).toHex()+
"&rikeyid="+QString::number(riKeyId)+
@@ -155,7 +188,7 @@ NvHTTP::launchApp(int appId,
"&surroundAudioInfo="+getSurroundAudioInfoString(streamConfig->audioConfiguration)+
"&remoteControllersBitmap="+QString::number(gamepadMask)+
"&gcmap="+QString::number(gamepadMask),
false);
LAUNCH_TIMEOUT_MS);
// Throws if the request failed
verifyResponseStatus(response);
@@ -175,7 +208,7 @@ NvHTTP::resumeApp(PSTREAM_CONFIGURATION streamConfig)
"rikey="+QString(QByteArray(streamConfig->remoteInputAesKey, sizeof(streamConfig->remoteInputAesKey)).toHex())+
"&rikeyid="+QString::number(riKeyId)+
"&surroundAudioInfo="+getSurroundAudioInfoString(streamConfig->audioConfiguration),
false);
RESUME_TIMEOUT_MS);
// Throws if the request failed
verifyResponseStatus(response);
@@ -188,14 +221,14 @@ NvHTTP::quitApp()
openConnectionToString(m_BaseUrlHttps,
"cancel",
nullptr,
false);
QUIT_TIMEOUT_MS);
// Throws if the request failed
verifyResponseStatus(response);
// Newer GFE versions will just return success even if quitting fails
// if we're not the original requestor.
if (getCurrentGame(getServerInfo(NvHTTP::ERROR)) != 0) {
if (getCurrentGame(getServerInfo(NvHTTP::NVLL_ERROR)) != 0) {
// Generate a synthetic GfeResponseException letting the caller know
// that they can't kill someone else's stream.
throw GfeHttpResponseException(599, "");
@@ -235,8 +268,8 @@ NvHTTP::getAppList()
QString appxml = openConnectionToString(m_BaseUrlHttps,
"applist",
nullptr,
true,
NvLogLevel::ERROR);
REQUEST_TIMEOUT_MS,
NvLogLevel::NVLL_ERROR);
verifyResponseStatus(appxml);
QXmlStreamReader xmlReader(appxml);
@@ -303,8 +336,8 @@ NvHTTP::getBoxArt(int appId)
"appasset",
"appid="+QString::number(appId)+
"&AssetType=2&AssetIdx=0",
true,
NvLogLevel::VERBOSE);
REQUEST_TIMEOUT_MS,
NvLogLevel::NVLL_VERBOSE);
QImage image = QImageReader(reply).read();
delete reply;
@@ -346,14 +379,36 @@ NvHTTP::getXmlString(QString xml,
return nullptr;
}
void NvHTTP::handleSslErrors(QNetworkReply* reply, const QList<QSslError>& errors)
{
bool ignoreErrors = true;
if (m_ServerCert.isNull()) {
// We should never make an HTTPS request without a cert
Q_ASSERT(!m_ServerCert.isNull());
return;
}
for (auto error : errors) {
if (m_ServerCert != error.certificate()) {
ignoreErrors = false;
break;
}
}
if (ignoreErrors) {
reply->ignoreSslErrors(errors);
}
}
QString
NvHTTP::openConnectionToString(QUrl baseUrl,
QString command,
QString arguments,
bool enableTimeout,
int timeoutMs,
NvLogLevel logLevel)
{
QNetworkReply* reply = openConnection(baseUrl, command, arguments, enableTimeout, logLevel);
QNetworkReply* reply = openConnection(baseUrl, command, arguments, timeoutMs, logLevel);
QString ret;
QTextStream stream(reply);
@@ -368,34 +423,35 @@ QNetworkReply*
NvHTTP::openConnection(QUrl baseUrl,
QString command,
QString arguments,
bool enableTimeout,
int timeoutMs,
NvLogLevel logLevel)
{
// Build a URL for the request
QUrl url(baseUrl);
url.setPath("/" + command);
url.setQuery("uniqueid=" + IdentityManager::get()->getUniqueId() +
"&uuid=" + QUuid::createUuid().toRfc4122().toHex() +
// Use a common UID for Moonlight clients to allow them to quit
// games for each other (otherwise GFE gets screwed up and it requires
// manual intervention to solve).
url.setQuery("uniqueid=0123456789ABCDEF&uuid=" +
QUuid::createUuid().toRfc4122().toHex() +
((arguments != nullptr) ? ("&" + arguments) : ""));
QNetworkRequest request = QNetworkRequest(url);
QNetworkRequest request(url);
// Add our client certificate
request.setSslConfiguration(IdentityManager::get()->getSslConfig());
QNetworkReply* reply = m_Nam.get(request);
// Ignore self-signed certificate errors (since GFE uses them)
reply->ignoreSslErrors();
// Run the request with a timeout if requested
QEventLoop loop;
QObject::connect(reply, SIGNAL(finished()), &loop, SLOT(quit()));
if (enableTimeout)
{
QTimer::singleShot(REQUEST_TIMEOUT_MS, &loop, SLOT(quit()));
connect(reply, SIGNAL(finished()), &loop, SLOT(quit()));
connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), &loop, SLOT(quit()));
if (timeoutMs) {
QTimer::singleShot(timeoutMs, &loop, SLOT(quit()));
}
if (logLevel >= NvLogLevel::VERBOSE) {
if (logLevel >= NvLogLevel::NVLL_VERBOSE) {
qInfo() << "Executing request:" << url.toString();
}
loop.exec(QEventLoop::ExcludeUserInputEvents);
@@ -403,7 +459,7 @@ NvHTTP::openConnection(QUrl baseUrl,
// Abort the request if it timed out
if (!reply->isFinished())
{
if (logLevel >= NvLogLevel::ERROR) {
if (logLevel >= NvLogLevel::NVLL_ERROR) {
qWarning() << "Aborting timed out request for" << url.toString();
}
reply->abort();
@@ -416,12 +472,27 @@ NvHTTP::openConnection(QUrl baseUrl,
// Handle error
if (reply->error() != QNetworkReply::NoError)
{
if (logLevel >= NvLogLevel::ERROR) {
if (logLevel >= NvLogLevel::NVLL_ERROR) {
qWarning() << command << " request failed with error " << reply->error();
}
GfeHttpResponseException exception(reply->error(), reply->errorString());
delete reply;
throw exception;
if (reply->error() == QNetworkReply::SslHandshakeFailedError) {
// This will trigger falling back to HTTP for the serverinfo query
// then pairing again to get the updated certificate.
GfeHttpResponseException exception(401, "Server certificate mismatch");
delete reply;
throw exception;
}
else if (reply->error() == QNetworkReply::OperationCanceledError) {
QtNetworkReplyException exception(QNetworkReply::TimeoutError, "Request timed out");
delete reply;
throw exception;
}
else {
QtNetworkReplyException exception(reply->error(), reply->errorString());
delete reply;
throw exception;
}
}
return reply;
+53 -9
View File
@@ -5,7 +5,8 @@
#include <Limelight.h>
#include <QUrl>
#include <QtNetwork/QNetworkAccessManager>
#include <QNetworkAccessManager>
#include <QNetworkReply>
class NvApp
{
@@ -77,16 +78,53 @@ private:
QString m_StatusMessage;
};
class NvHTTP
class QtNetworkReplyException : public std::exception
{
public:
QtNetworkReplyException(QNetworkReply::NetworkError error, QString errorText) :
m_Error(error),
m_ErrorText(errorText)
{
}
const char* what() const throw()
{
return m_ErrorText.toLatin1();
}
const char* getErrorText() const
{
return m_ErrorText.toLatin1();
}
QNetworkReply::NetworkError getError() const
{
return m_Error;
}
QString toQString() const
{
return m_ErrorText + " (Error " + QString::number(m_Error) + ")";
}
private:
QNetworkReply::NetworkError m_Error;
QString m_ErrorText;
};
class NvHTTP : public QObject
{
Q_OBJECT
public:
enum NvLogLevel {
NONE,
ERROR,
VERBOSE
NVLL_NONE,
NVLL_ERROR,
NVLL_VERBOSE
};
explicit NvHTTP(QString address);
explicit NvHTTP(QString address, QSslCertificate serverCert);
static
int
@@ -113,8 +151,10 @@ public:
openConnectionToString(QUrl baseUrl,
QString command,
QString arguments,
bool enableTimeout,
NvLogLevel logLevel = NvLogLevel::VERBOSE);
int timeoutMs,
NvLogLevel logLevel = NvLogLevel::NVLL_VERBOSE);
void setServerCert(QSslCertificate serverCert);
static
QVector<int>
@@ -146,13 +186,17 @@ public:
QUrl m_BaseUrlHttp;
QUrl m_BaseUrlHttps;
private:
void
handleSslErrors(QNetworkReply* reply, const QList<QSslError>& errors);
QNetworkReply*
openConnection(QUrl baseUrl,
QString command,
QString arguments,
bool enableTimeout,
int timeoutMs,
NvLogLevel logLevel);
QString m_Address;
QNetworkAccessManager m_Nam;
QSslCertificate m_ServerCert;
};
+32 -18
View File
@@ -8,8 +8,10 @@
#include <openssl/x509.h>
#include <openssl/evp.h>
#define REQUEST_TIMEOUT_MS 5000
NvPairingManager::NvPairingManager(QString address) :
m_Http(address)
m_Http(address, QSslCertificate())
{
QByteArray cert = IdentityManager::get()->getCertificate();
BIO *bio = BIO_new_mem_buf(cert.data(), -1);
@@ -161,7 +163,7 @@ NvPairingManager::saltPin(QByteArray salt, QString pin)
}
NvPairingManager::PairState
NvPairingManager::pair(QString appVersion, QString pin)
NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverCert)
{
int serverMajorVersion = NvHTTP::parseQuad(appVersion).at(0);
qInfo() << "Pairing with server generation:" << serverMajorVersion;
@@ -192,7 +194,7 @@ NvPairingManager::pair(QString appVersion, QString pin)
"pair",
"devicename=roth&updateState=1&phrase=getservercert&salt=" +
salt.toHex() + "&clientcert=" + IdentityManager::get()->getCertificate().toHex(),
false);
0);
NvHTTP::verifyResponseStatus(getCert);
if (NvHTTP::getXmlString(getCert, "paired") != "1")
{
@@ -200,26 +202,38 @@ NvPairingManager::pair(QString appVersion, QString pin)
return PairState::FAILED;
}
QByteArray serverCert = NvHTTP::getXmlStringFromHex(getCert, "plaincert");
if (serverCert == nullptr)
QByteArray serverCertStr = NvHTTP::getXmlStringFromHex(getCert, "plaincert");
if (serverCertStr == nullptr)
{
qCritical() << "Server likely already pairing";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::ALREADY_IN_PROGRESS;
}
serverCert = QSslCertificate(serverCertStr);
if (serverCert.isNull()) {
Q_ASSERT(!serverCert.isNull());
qCritical() << "Failed to parse plaincert";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
// Pin this cert for TLS
m_Http.setServerCert(serverCert);
QByteArray randomChallenge = generateRandomBytes(16);
QByteArray encryptedChallenge = encrypt(randomChallenge, &encKey);
QString challengeXml = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
"pair",
"devicename=roth&updateState=1&clientchallenge=" +
encryptedChallenge.toHex(),
true);
REQUEST_TIMEOUT_MS);
NvHTTP::verifyResponseStatus(challengeXml);
if (NvHTTP::getXmlString(challengeXml, "paired") != "1")
{
qCritical() << "Failed pairing at stage #2";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
@@ -247,12 +261,12 @@ NvPairingManager::pair(QString appVersion, QString pin)
"pair",
"devicename=roth&updateState=1&serverchallengeresp=" +
encryptedChallengeResponseHash.toHex(),
true);
REQUEST_TIMEOUT_MS);
NvHTTP::verifyResponseStatus(respXml);
if (NvHTTP::getXmlString(respXml, "paired") != "1")
{
qCritical() << "Failed pairing at stage #3";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
@@ -262,21 +276,21 @@ NvPairingManager::pair(QString appVersion, QString pin)
if (!verifySignature(serverSecret,
serverSignature,
serverCert))
serverCertStr))
{
qCritical() << "MITM detected";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
QByteArray expectedResponseData;
expectedResponseData.append(randomChallenge);
expectedResponseData.append(getSignatureFromPemCert(serverCert));
expectedResponseData.append(getSignatureFromPemCert(serverCertStr));
expectedResponseData.append(serverSecret);
if (QCryptographicHash::hash(expectedResponseData, hashAlgo) != serverResponse)
{
qCritical() << "Incorrect PIN";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::PIN_WRONG;
}
@@ -288,24 +302,24 @@ NvPairingManager::pair(QString appVersion, QString pin)
"pair",
"devicename=roth&updateState=1&clientpairingsecret=" +
clientPairingSecret.toHex(),
true);
REQUEST_TIMEOUT_MS);
NvHTTP::verifyResponseStatus(secretRespXml);
if (NvHTTP::getXmlString(secretRespXml, "paired") != "1")
{
qCritical() << "Failed pairing at stage #4";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
QString pairChallengeXml = m_Http.openConnectionToString(m_Http.m_BaseUrlHttps,
"pair",
"devicename=roth&updateState=1&phrase=pairchallenge",
true);
REQUEST_TIMEOUT_MS);
NvHTTP::verifyResponseStatus(pairChallengeXml);
if (NvHTTP::getXmlString(pairChallengeXml, "paired") != "1")
{
qCritical() << "Failed pairing at stage #5";
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, true);
m_Http.openConnectionToString(m_Http.m_BaseUrlHttp, "unpair", nullptr, REQUEST_TIMEOUT_MS);
return PairState::FAILED;
}
+1 -1
View File
@@ -23,7 +23,7 @@ public:
~NvPairingManager();
PairState
pair(QString appVersion, QString pin);
pair(QString appVersion, QString pin, QSslCertificate& serverCert);
private:
QByteArray
+104
View File
@@ -0,0 +1,104 @@
#include "systemproperties.h"
#include "streaming/session.h"
#include "streaming/streamutils.h"
SystemProperties::SystemProperties()
{
isRunningWayland = qgetenv("XDG_SESSION_TYPE") == "wayland";
#ifdef Q_OS_WIN32
isWow64 = QSysInfo::currentCpuArchitecture() != QSysInfo::buildCpuArchitecture();
#else
isWow64 = false;
#endif
#ifndef STEAM_LINK
hasBrowser = true;
#else
hasBrowser = false;
#endif
unmappedGamepads = SdlInputHandler::getUnmappedGamepads();
// Populate data that requires talking to SDL. We do it all in one shot
// and cache the results to speed up future queries on this data.
querySdlVideoInfo();
Q_ASSERT(maximumStreamingFrameRate >= 60);
Q_ASSERT(!monitorDesktopResolutions.isEmpty());
Q_ASSERT(!monitorNativeResolutions.isEmpty());
}
QRect SystemProperties::getDesktopResolution(int displayIndex)
{
// Returns default constructed QRect if out of bounds
return monitorDesktopResolutions.value(displayIndex);
}
QRect SystemProperties::getNativeResolution(int displayIndex)
{
// Returns default constructed QRect if out of bounds
return monitorNativeResolutions.value(displayIndex);
}
void SystemProperties::querySdlVideoInfo()
{
monitorDesktopResolutions.clear();
monitorNativeResolutions.clear();
hasHardwareAcceleration = false;
// Never let the maximum drop below 60 FPS
maximumStreamingFrameRate = 60;
SDL_DisplayMode bestMode;
for (int displayIndex = 0; displayIndex < SDL_GetNumVideoDisplays(); displayIndex++) {
SDL_DisplayMode desktopMode;
int err;
err = SDL_GetDesktopDisplayMode(displayIndex, &desktopMode);
if (err == 0) {
monitorDesktopResolutions.insert(displayIndex, QRect(0, 0, desktopMode.w, desktopMode.h));
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetDesktopDisplayMode() failed: %s",
SDL_GetError());
}
if (StreamUtils::getRealDesktopMode(displayIndex, &desktopMode)) {
monitorNativeResolutions.insert(displayIndex, QRect(0, 0, desktopMode.w, desktopMode.h));
// Start at desktop mode and work our way up
bestMode = desktopMode;
for (int i = 0; i < SDL_GetNumDisplayModes(displayIndex); i++) {
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0) {
if (mode.w == desktopMode.w && mode.h == desktopMode.h) {
if (mode.refresh_rate > bestMode.refresh_rate) {
bestMode = mode;
}
}
}
}
maximumStreamingFrameRate = qMax(maximumStreamingFrameRate, bestMode.refresh_rate);
}
}
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720, SDL_WINDOW_HIDDEN);
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
return;
}
hasHardwareAcceleration =
Session::isHardwareDecodeAvailable(testWindow,
StreamingPreferences::VDS_AUTO,
VIDEO_FORMAT_H264,
1920, 1080, 60);
SDL_DestroyWindow(testWindow);
}
+38
View File
@@ -0,0 +1,38 @@
#pragma once
#include <QObject>
#include <QRect>
class SystemProperties : public QObject
{
Q_OBJECT
public:
SystemProperties();
Q_PROPERTY(bool hasHardwareAcceleration MEMBER hasHardwareAcceleration CONSTANT)
Q_PROPERTY(bool isRunningWayland MEMBER isRunningWayland CONSTANT)
Q_PROPERTY(bool isWow64 MEMBER isWow64 CONSTANT)
Q_PROPERTY(bool hasBrowser MEMBER hasBrowser CONSTANT)
Q_PROPERTY(QString unmappedGamepads MEMBER unmappedGamepads NOTIFY unmappedGamepadsChanged)
Q_PROPERTY(int maximumStreamingFrameRate MEMBER maximumStreamingFrameRate CONSTANT)
Q_INVOKABLE QRect getDesktopResolution(int displayIndex);
Q_INVOKABLE QRect getNativeResolution(int displayIndex);
signals:
void unmappedGamepadsChanged();
private:
void querySdlVideoInfo();
bool hasHardwareAcceleration;
bool isRunningWayland;
bool isWow64;
bool hasBrowser;
QString unmappedGamepads;
int maximumStreamingFrameRate;
QList<QRect> monitorDesktopResolutions;
QList<QRect> monitorNativeResolutions;
};
+414
View File
@@ -0,0 +1,414 @@
#include "commandlineparser.h"
#include <QCommandLineParser>
#include <QRegularExpression>
#if defined(Q_OS_WIN)
#include <qt_windows.h>
#endif
static bool inRange(int value, int min, int max)
{
return value >= min && value <= max;
}
// This method returns key's value from QMap where the key is a QString.
// Key matching is case insensitive.
template <typename T>
static T mapValue(QMap<QString, T> map, QString key)
{
for(auto& item : map.toStdMap()) {
if (QString::compare(item.first, key, Qt::CaseInsensitive) == 0) {
return item.second;
}
}
return T();
}
class CommandLineParser : public QCommandLineParser
{
public:
enum MessageType {
Info,
Error
};
void setupCommonOptions()
{
setSingleDashWordOptionMode(QCommandLineParser::ParseAsLongOptions);
addHelpOption();
addVersionOption();
}
void handleHelpAndVersionOptions()
{
if (isSet("help")) {
showInfo(helpText());
}
if (isSet("version")) {
showVersion();
}
}
void handleUnknownOptions()
{
if (unknownOptionNames().length()) {
showError(QString("Unknown options: %1").arg(unknownOptionNames().join(", ")));
}
}
void showMessage(QString message, MessageType type) const
{
#if defined(Q_OS_WIN32)
UINT flags = MB_OK | MB_TOPMOST | MB_SETFOREGROUND;
flags |= (type == Info ? MB_ICONINFORMATION : MB_ICONERROR);
QString title = "Moonlight";
MessageBoxW(nullptr, reinterpret_cast<const wchar_t *>(message.utf16()),
reinterpret_cast<const wchar_t *>(title.utf16()), flags);
#endif
message = message.endsWith('\n') ? message : message + '\n';
fputs(qPrintable(message), type == Info ? stdout : stderr);
}
[[ noreturn ]] void showInfo(QString message) const
{
showMessage(message, Info);
exit(0);
}
[[ noreturn ]] void showError(QString message) const
{
showMessage(message + "\n\n" + helpText(), Error);
exit(1);
}
int getIntOption(QString name) const
{
bool ok;
int intValue = value(name).toInt(&ok);
if (!ok) {
showError(QString("Invalid %1 value: %2").arg(name, value(name)));
}
return intValue;
}
bool getToggleOptionValue(QString name, bool defaultValue) const
{
QRegularExpression re(QString("^(%1|no-%1)$").arg(name));
QStringList options = optionNames().filter(re);
if (options.isEmpty()) {
return defaultValue;
} else {
return options.last() == name;
}
}
QString getChoiceOptionValue(QString name) const
{
if (!m_Choices[name].contains(value(name), Qt::CaseInsensitive)) {
showError(QString("Invalid %1 choice: %2").arg(name, value(name)));
}
return value(name);
}
QPair<int,int> getResolutionOptionValue(QString name) const
{
QRegularExpression re("^(\\d+)x(\\d+)$", QRegularExpression::CaseInsensitiveOption);
auto match = re.match(value(name));
if (!match.hasMatch()) {
showError(QString("Invalid %1 format: %2").arg(name, value(name)));
}
return qMakePair(match.captured(1).toInt(), match.captured(2).toInt());
}
void addFlagOption(QString name, QString descriptiveName)
{
addOption(QCommandLineOption(name, QString("Use %1.").arg(descriptiveName)));
}
void addToggleOption(QString name, QString descriptiveName)
{
addOption(QCommandLineOption(name, QString("Use %1.").arg(descriptiveName)));
addOption(QCommandLineOption("no-" + name, QString("Do not use %1.").arg(descriptiveName)));
}
void addValueOption(QString name, QString descriptiveName)
{
addOption(QCommandLineOption(name, QString("Specify %1 to use.").arg(descriptiveName), name));
}
void addChoiceOption(QString name, QString descriptiveName, QStringList choices)
{
addOption(QCommandLineOption(name, QString("Select %1: %2.").arg(descriptiveName, choices.join('/')), name));
m_Choices[name] = choices;
}
private:
QMap<QString, QStringList> m_Choices;
};
GlobalCommandLineParser::GlobalCommandLineParser()
{
}
GlobalCommandLineParser::~GlobalCommandLineParser()
{
}
GlobalCommandLineParser::ParseResult GlobalCommandLineParser::parse(const QStringList &args)
{
CommandLineParser parser;
parser.setupCommonOptions();
parser.setApplicationDescription(
"\n"
"Starts Moonlight normally if no arguments are given.\n"
"\n"
"Available actions:\n"
" quit Quit the currently running app\n"
" stream Start streaming an app\n"
"\n"
"See 'moonlight <action> --help' for help of specific action."
);
parser.addPositionalArgument("action", "Action to execute", "<action>");
parser.parse(args);
auto posArgs = parser.positionalArguments();
QString action = posArgs.isEmpty() ? QString() : posArgs.first().toLower();
if (action == "") {
// This method will not return and terminates the process if --version
// or --help is specified
parser.handleHelpAndVersionOptions();
parser.handleUnknownOptions();
return NormalStartRequested;
} else if (action == "quit") {
return QuitRequested;
} else if (action == "stream") {
return StreamRequested;
} else {
parser.showError(QString("Invalid action: %1").arg(action));
}
}
QuitCommandLineParser::QuitCommandLineParser()
{
}
QuitCommandLineParser::~QuitCommandLineParser()
{
}
void QuitCommandLineParser::parse(const QStringList &args)
{
CommandLineParser parser;
parser.setupCommonOptions();
parser.setApplicationDescription(
"\n"
"Quit the currently running app on the given host."
);
parser.addPositionalArgument("quit", "quit running app");
parser.addPositionalArgument("host", "Host computer name, UUID, or IP address", "<host>");
if (!parser.parse(args)) {
parser.showError(parser.errorText());
}
parser.handleUnknownOptions();
// This method will not return and terminates the process if --version or
// --help is specified
parser.handleHelpAndVersionOptions();
// Verify that host has been provided
auto posArgs = parser.positionalArguments();
if (posArgs.length() < 2) {
parser.showError("Host not provided");
}
m_Host = parser.positionalArguments().at(1);
}
QString QuitCommandLineParser::getHost() const
{
return m_Host;
}
StreamCommandLineParser::StreamCommandLineParser()
{
m_WindowModeMap = {
{"fullscreen", StreamingPreferences::WM_FULLSCREEN},
{"windowed", StreamingPreferences::WM_WINDOWED},
{"borderless", StreamingPreferences::WM_FULLSCREEN_DESKTOP},
};
m_AudioConfigMap = {
{"stereo", StreamingPreferences::AC_STEREO},
{"5.1-surround", StreamingPreferences::AC_51_SURROUND},
};
m_VideoCodecMap = {
{"auto", StreamingPreferences::VCC_AUTO},
{"H.264", StreamingPreferences::VCC_FORCE_H264},
{"HEVC", StreamingPreferences::VCC_FORCE_HEVC},
};
m_VideoDecoderMap = {
{"auto", StreamingPreferences::VDS_AUTO},
{"software", StreamingPreferences::VDS_FORCE_HARDWARE},
{"hardware", StreamingPreferences::VDS_FORCE_SOFTWARE},
};
}
StreamCommandLineParser::~StreamCommandLineParser()
{
}
void StreamCommandLineParser::parse(const QStringList &args, StreamingPreferences *preferences)
{
CommandLineParser parser;
parser.setupCommonOptions();
parser.setApplicationDescription(
"\n"
"Starts directly streaming a given app."
);
parser.addPositionalArgument("stream", "Start stream");
// Add other arguments and options
parser.addPositionalArgument("host", "Host computer name, UUID, or IP address", "<host>");
parser.addPositionalArgument("app", "App to stream", "\"<app>\"");
parser.addFlagOption("720", "1280x720 resolution");
parser.addFlagOption("1080", "1920x1080 resolution");
parser.addFlagOption("1440", "2560x1440 resolution");
parser.addFlagOption("4K", "3840x2160 resolution");
parser.addValueOption("resolution", "custom <width>x<height> resolution");
parser.addToggleOption("vsync", "V-Sync");
parser.addValueOption("fps", "FPS");
parser.addValueOption("bitrate", "bitrate in Kbps");
parser.addChoiceOption("display-mode", "display mode", m_WindowModeMap.keys());
parser.addChoiceOption("audio-config", "audio config", m_AudioConfigMap.keys());
parser.addToggleOption("multi-controller", "multiple controller support");
parser.addToggleOption("quit-after", "quit app after session");
parser.addToggleOption("mouse-acceleration", "mouse acceleration");
parser.addToggleOption("game-optimization", "game optimizations");
parser.addToggleOption("audio-on-host", "audio on host PC");
parser.addToggleOption("frame-pacing", "frame pacing");
parser.addChoiceOption("video-codec", "video codec", m_VideoCodecMap.keys());
parser.addChoiceOption("video-decoder", "video decoder", m_VideoDecoderMap.keys());
if (!parser.parse(args)) {
parser.showError(parser.errorText());
}
parser.handleUnknownOptions();
// Resolve display's width and height
QRegularExpression resolutionRexExp("^(720|1080|1440|4K|resolution)$");
QStringList resoOptions = parser.optionNames().filter(resolutionRexExp);
bool displaySet = resoOptions.length();
if (displaySet) {
QString name = resoOptions.last();
if (name == "720") {
preferences->width = 1280;
preferences->height = 720;
displaySet = true;
} else if (name == "1080") {
preferences->width = 1920;
preferences->height = 1080;
displaySet = true;
} else if (name == "1440") {
preferences->width = 2560;
preferences->height = 1440;
displaySet = true;
} else if (name == "4K") {
preferences->width = 3840;
preferences->height = 2160;
displaySet = true;
} else if (name == "resolution") {
auto resolution = parser.getResolutionOptionValue(name);
preferences->width = resolution.first;
preferences->height = resolution.second;
}
}
// Resolve --fps option
if (parser.isSet("fps")) {
preferences->fps = parser.getIntOption("fps");
if (!inRange(preferences->fps, 30, 120)) {
parser.showError("FPS must be in range: 30 - 120");
}
}
// Resolve --bitrate option
if (parser.isSet("bitrate")) {
preferences->bitrateKbps = parser.getIntOption("bitrate");
if (!inRange(preferences->bitrateKbps, 500, 150000)) {
parser.showError("Bitrate must be in range: 500 - 150000");
}
} else if (displaySet || parser.isSet("fps")) {
preferences->bitrateKbps = preferences->getDefaultBitrate(
preferences->width, preferences->height, preferences->fps);
}
// Resolve --display option
if (parser.isSet("display-mode")) {
preferences->windowMode = mapValue(m_WindowModeMap, parser.getChoiceOptionValue("display-mode"));
}
// Resolve --vsync and --no-vsync options
preferences->enableVsync = parser.getToggleOptionValue("vsync", preferences->enableVsync);
// Resolve --audio-config option
if (parser.isSet("audio-config")) {
preferences->audioConfig = mapValue(m_AudioConfigMap, parser.getChoiceOptionValue("audio-config"));
}
// Resolve --multi-controller and --no-multi-controller options
preferences->multiController = parser.getToggleOptionValue("multi-controller", preferences->multiController);
// Resolve --quit-after and --no-quit-after options
preferences->quitAppAfter = parser.getToggleOptionValue("quit-after", preferences->quitAppAfter);
// Resolve --mouse-acceleration and --no-mouse-acceleration options
preferences->mouseAcceleration = parser.getToggleOptionValue("mouse-acceleration", preferences->mouseAcceleration);
// Resolve --game-optimization and --no-game-optimization options
preferences->gameOptimizations = parser.getToggleOptionValue("game-optimization", preferences->gameOptimizations);
// Resolve --audio-on-host and --no-audio-on-host options
preferences->playAudioOnHost = parser.getToggleOptionValue("audio-on-host", preferences->playAudioOnHost);
// Resolve --frame-pacing and --no-frame-pacing options
preferences->framePacing = parser.getToggleOptionValue("frame-pacing", preferences->framePacing);
// Resolve --video-codec option
if (parser.isSet("video-codec")) {
preferences->videoCodecConfig = mapValue(m_VideoCodecMap, parser.getChoiceOptionValue("video-codec"));
}
// Resolve --video-decoder option
if (parser.isSet("video-decoder")) {
preferences->videoDecoderSelection = mapValue(m_VideoDecoderMap, parser.getChoiceOptionValue("video-decoder"));
}
// This method will not return and terminates the process if --version or
// --help is specified
parser.handleHelpAndVersionOptions();
// Verify that both host and app has been provided
auto posArgs = parser.positionalArguments();
if (posArgs.length() < 2) {
parser.showError("Host not provided");
}
m_Host = parser.positionalArguments().at(1);
if (posArgs.length() < 3) {
parser.showError("App not provided");
}
m_AppName = parser.positionalArguments().at(2);
}
QString StreamCommandLineParser::getHost() const
{
return m_Host;
}
QString StreamCommandLineParser::getAppName() const
{
return m_AppName;
}
+56
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@@ -0,0 +1,56 @@
#pragma once
#include "settings/streamingpreferences.h"
#include <QMap>
#include <QString>
class GlobalCommandLineParser
{
public:
enum ParseResult {
NormalStartRequested,
StreamRequested,
QuitRequested,
};
GlobalCommandLineParser();
virtual ~GlobalCommandLineParser();
ParseResult parse(const QStringList &args);
};
class QuitCommandLineParser
{
public:
QuitCommandLineParser();
virtual ~QuitCommandLineParser();
void parse(const QStringList &args);
QString getHost() const;
private:
QString m_Host;
};
class StreamCommandLineParser
{
public:
StreamCommandLineParser();
virtual ~StreamCommandLineParser();
void parse(const QStringList &args, StreamingPreferences *preferences);
QString getHost() const;
QString getAppName() const;
private:
QString m_Host;
QString m_AppName;
QMap<QString, StreamingPreferences::WindowMode> m_WindowModeMap;
QMap<QString, StreamingPreferences::AudioConfig> m_AudioConfigMap;
QMap<QString, StreamingPreferences::VideoCodecConfig> m_VideoCodecMap;
QMap<QString, StreamingPreferences::VideoDecoderSelection> m_VideoDecoderMap;
};
+171
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@@ -0,0 +1,171 @@
#include "quitstream.h"
#include "backend/computermanager.h"
#include "backend/computerseeker.h"
#include "streaming/session.h"
#include <QCoreApplication>
#include <QTimer>
#define COMPUTER_SEEK_TIMEOUT 10000
namespace CliQuitStream
{
enum State {
StateInit,
StateSeekComputer,
StateQuitApp,
StateFailure,
};
class Event
{
public:
enum Type {
AppQuitCompleted,
ComputerFound,
ComputerSeekTimedout,
Executed,
};
Event(Type type)
: type(type), computerManager(nullptr), computer(nullptr) {}
Type type;
ComputerManager *computerManager;
NvComputer *computer;
QString errorMessage;
};
class LauncherPrivate
{
Q_DECLARE_PUBLIC(Launcher)
public:
LauncherPrivate(Launcher *q) : q_ptr(q) {}
void handleEvent(Event event)
{
Q_Q(Launcher);
NvApp app;
switch (event.type) {
// Occurs when CliQuitStreamSegue becomes visible and the UI calls launcher's execute()
case Event::Executed:
if (m_State == StateInit) {
m_State = StateSeekComputer;
m_ComputerManager = event.computerManager;
q->connect(m_ComputerManager, &ComputerManager::quitAppCompleted,
q, &Launcher::onQuitAppCompleted);
m_ComputerSeeker = new ComputerSeeker(m_ComputerManager, m_ComputerName, q);
q->connect(m_ComputerSeeker, &ComputerSeeker::computerFound,
q, &Launcher::onComputerFound);
q->connect(m_ComputerSeeker, &ComputerSeeker::errorTimeout,
q, &Launcher::onComputerSeekTimeout);
m_ComputerSeeker->start(COMPUTER_SEEK_TIMEOUT);
emit q->searchingComputer();
}
break;
// Occurs when computer search timed out
case Event::ComputerSeekTimedout:
if (m_State == StateSeekComputer) {
m_State = StateFailure;
emit q->failed(QString("Failed to connect to %1").arg(m_ComputerName));
}
break;
// Occurs when searched computer is found
case Event::ComputerFound:
if (m_State == StateSeekComputer) {
if (event.computer->pairState == NvComputer::PS_PAIRED) {
m_State = StateQuitApp;
emit q->quittingApp();
m_ComputerManager->quitRunningApp(event.computer);
} else {
m_State = StateFailure;
QString msg = QString("Computer %1 has not been paired. "
"Please open Moonlight to pair before streaming.")
.arg(event.computer->name);
emit q->failed(msg);
}
}
break;
// Occurs when app quit completed (error message is set if failed)
case Event::AppQuitCompleted:
if (m_State == StateQuitApp) {
if (event.errorMessage.isEmpty()) {
QCoreApplication::exit(0);
} else {
m_State = StateFailure;
emit q->failed(QString("Quitting app failed, reason: %1").arg(event.errorMessage));
}
}
break;
}
}
Launcher *q_ptr;
ComputerManager *m_ComputerManager;
QString m_ComputerName;
ComputerSeeker *m_ComputerSeeker;
State m_State;
QTimer *m_TimeoutTimer;
};
Launcher::Launcher(QString computer, QObject *parent)
: QObject(parent),
m_DPtr(new LauncherPrivate(this))
{
Q_D(Launcher);
d->m_ComputerName = computer;
d->m_State = StateInit;
d->m_TimeoutTimer = new QTimer(this);
d->m_TimeoutTimer->setSingleShot(true);
connect(d->m_TimeoutTimer, &QTimer::timeout,
this, &Launcher::onComputerSeekTimeout);
}
Launcher::~Launcher()
{
}
void Launcher::execute(ComputerManager *manager)
{
Q_D(Launcher);
Event event(Event::Executed);
event.computerManager = manager;
d->handleEvent(event);
}
bool Launcher::isExecuted() const
{
Q_D(const Launcher);
return d->m_State != StateInit;
}
void Launcher::onComputerFound(NvComputer *computer)
{
Q_D(Launcher);
Event event(Event::ComputerFound);
event.computer = computer;
d->handleEvent(event);
}
void Launcher::onComputerSeekTimeout()
{
Q_D(Launcher);
Event event(Event::ComputerSeekTimedout);
d->handleEvent(event);
}
void Launcher::onQuitAppCompleted(QVariant error)
{
Q_D(Launcher);
Event event(Event::AppQuitCompleted);
event.errorMessage = error.toString();
d->handleEvent(event);
}
}
+40
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@@ -0,0 +1,40 @@
#pragma once
#include <QObject>
#include <QVariant>
class ComputerManager;
class NvComputer;
namespace CliQuitStream
{
class LauncherPrivate;
class Launcher : public QObject
{
Q_OBJECT
Q_DECLARE_PRIVATE_D(m_DPtr, Launcher)
public:
explicit Launcher(QString computer, QObject *parent = nullptr);
~Launcher();
Q_INVOKABLE void execute(ComputerManager *manager);
Q_INVOKABLE bool isExecuted() const;
signals:
void searchingComputer();
void quittingApp();
void failed(QString text);
private slots:
void onComputerFound(NvComputer *computer);
void onComputerSeekTimeout();
void onQuitAppCompleted(QVariant error);
private:
QScopedPointer<LauncherPrivate> m_DPtr;
};
}
+256
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@@ -0,0 +1,256 @@
#include "startstream.h"
#include "backend/computermanager.h"
#include "backend/computerseeker.h"
#include "streaming/session.h"
#include <QCoreApplication>
#include <QTimer>
#define COMPUTER_SEEK_TIMEOUT 10000
#define APP_SEEK_TIMEOUT 10000
namespace CliStartStream
{
enum State {
StateInit,
StateSeekComputer,
StateSeekApp,
StateStartSession,
StateFailure,
};
class Event
{
public:
enum Type {
AppQuitCompleted,
AppQuitRequested,
ComputerFound,
ComputerUpdated,
Executed,
Timedout,
};
Event(Type type)
: type(type), computerManager(nullptr), computer(nullptr) {}
Type type;
ComputerManager *computerManager;
NvComputer *computer;
QString errorMessage;
};
class LauncherPrivate
{
Q_DECLARE_PUBLIC(Launcher)
public:
LauncherPrivate(Launcher *q) : q_ptr(q) {}
void handleEvent(Event event)
{
Q_Q(Launcher);
Session* session;
NvApp app;
switch (event.type) {
// Occurs when CliStartStreamSegue becomes visible and the UI calls launcher's execute()
case Event::Executed:
if (m_State == StateInit) {
m_State = StateSeekComputer;
m_ComputerManager = event.computerManager;
m_ComputerSeeker = new ComputerSeeker(m_ComputerManager, m_ComputerName, q);
q->connect(m_ComputerSeeker, &ComputerSeeker::computerFound,
q, &Launcher::onComputerFound);
q->connect(m_ComputerSeeker, &ComputerSeeker::errorTimeout,
q, &Launcher::onTimeout);
m_ComputerSeeker->start(COMPUTER_SEEK_TIMEOUT);
q->connect(m_ComputerManager, &ComputerManager::computerStateChanged,
q, &Launcher::onComputerUpdated);
q->connect(m_ComputerManager, &ComputerManager::quitAppCompleted,
q, &Launcher::onQuitAppCompleted);
emit q->searchingComputer();
}
break;
// Occurs when searched computer is found
case Event::ComputerFound:
if (m_State == StateSeekComputer) {
if (event.computer->pairState == NvComputer::PS_PAIRED) {
m_State = StateSeekApp;
m_Computer = event.computer;
m_TimeoutTimer->start(APP_SEEK_TIMEOUT);
emit q->searchingApp();
} else {
m_State = StateFailure;
QString msg = QString("Computer %1 has not been paired. "
"Please open Moonlight to pair before streaming.")
.arg(event.computer->name);
emit q->failed(msg);
}
}
break;
// Occurs when a computer is updated
case Event::ComputerUpdated:
if (m_State == StateSeekApp) {
int index = getAppIndex();
if (-1 != index) {
app = m_Computer->appList[index];
m_TimeoutTimer->stop();
if (isNotStreaming() || isStreamingApp(app)) {
m_State = StateStartSession;
session = new Session(m_Computer, app, m_Preferences);
emit q->sessionCreated(app.name, session);
} else {
emit q->appQuitRequired(getCurrentAppName());
}
}
}
break;
// Occurs when there was another app running on computer and user accepted quit
// confirmation dialog
case Event::AppQuitRequested:
if (m_State == StateSeekApp) {
m_ComputerManager->quitRunningApp(m_Computer);
}
break;
// Occurs when the previous app quit has been completed, handles quitting errors if any
// happended. ComputerUpdated event's handler handles session start when previous app has
// quit.
case Event::AppQuitCompleted:
if (m_State == StateSeekApp && !event.errorMessage.isEmpty()) {
m_State = StateFailure;
emit q->failed(QString("Quitting app failed, reason: %1").arg(event.errorMessage));
}
break;
// Occurs when computer or app search timed out
case Event::Timedout:
if (m_State == StateSeekComputer) {
m_State = StateFailure;
emit q->failed(QString("Failed to connect to %1").arg(m_ComputerName));
}
if (m_State == StateSeekApp) {
m_State = StateFailure;
emit q->failed(QString("Failed to find application %1").arg(m_AppName));
}
break;
}
}
int getAppIndex() const
{
for (int i = 0; i < m_Computer->appList.length(); i++) {
if (m_Computer->appList[i].name.toLower() == m_AppName.toLower()) {
return i;
}
}
return -1;
}
bool isNotStreaming() const
{
return m_Computer->currentGameId == 0;
}
bool isStreamingApp(NvApp app) const
{
return m_Computer->currentGameId == app.id;
}
QString getCurrentAppName() const
{
for (NvApp app : m_Computer->appList) {
if (m_Computer->currentGameId == app.id) {
return app.name;
}
}
return "<UNKNOWN>";
}
Launcher *q_ptr;
QString m_ComputerName;
QString m_AppName;
StreamingPreferences *m_Preferences;
ComputerManager *m_ComputerManager;
ComputerSeeker *m_ComputerSeeker;
NvComputer *m_Computer;
State m_State;
QTimer *m_TimeoutTimer;
};
Launcher::Launcher(QString computer, QString app,
StreamingPreferences* preferences, QObject *parent)
: QObject(parent),
m_DPtr(new LauncherPrivate(this))
{
Q_D(Launcher);
d->m_ComputerName = computer;
d->m_AppName = app;
d->m_Preferences = preferences;
d->m_State = StateInit;
d->m_TimeoutTimer = new QTimer(this);
d->m_TimeoutTimer->setSingleShot(true);
connect(d->m_TimeoutTimer, &QTimer::timeout,
this, &Launcher::onTimeout);
}
Launcher::~Launcher()
{
}
void Launcher::execute(ComputerManager *manager)
{
Q_D(Launcher);
Event event(Event::Executed);
event.computerManager = manager;
d->handleEvent(event);
}
void Launcher::quitRunningApp()
{
Q_D(Launcher);
Event event(Event::AppQuitRequested);
d->handleEvent(event);
}
bool Launcher::isExecuted() const
{
Q_D(const Launcher);
return d->m_State != StateInit;
}
void Launcher::onComputerFound(NvComputer *computer)
{
Q_D(Launcher);
Event event(Event::ComputerFound);
event.computer = computer;
d->handleEvent(event);
}
void Launcher::onComputerUpdated(NvComputer *computer)
{
Q_D(Launcher);
Event event(Event::ComputerUpdated);
event.computer = computer;
d->handleEvent(event);
}
void Launcher::onTimeout()
{
Q_D(Launcher);
Event event(Event::Timedout);
d->handleEvent(event);
}
void Launcher::onQuitAppCompleted(QVariant error)
{
Q_D(Launcher);
Event event(Event::AppQuitCompleted);
event.errorMessage = error.toString();
d->handleEvent(event);
}
}
+48
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@@ -0,0 +1,48 @@
#pragma once
#include <QObject>
#include <QVariant>
class ComputerManager;
class NvComputer;
class Session;
class StreamingPreferences;
namespace CliStartStream
{
class Event;
class LauncherPrivate;
class Launcher : public QObject
{
Q_OBJECT
Q_DECLARE_PRIVATE_D(m_DPtr, Launcher)
public:
explicit Launcher(QString computer, QString app,
StreamingPreferences* preferences,
QObject *parent = nullptr);
~Launcher();
Q_INVOKABLE void execute(ComputerManager *manager);
Q_INVOKABLE void quitRunningApp();
Q_INVOKABLE bool isExecuted() const;
signals:
void searchingComputer();
void searchingApp();
void sessionCreated(QString appName, Session *session);
void failed(QString text);
void appQuitRequired(QString appName);
private slots:
void onComputerFound(NvComputer *computer);
void onComputerUpdated(NvComputer *computer);
void onTimeout();
void onQuitAppCompleted(QVariant error);
private:
QScopedPointer<LauncherPrivate> m_DPtr;
};
}
@@ -4,7 +4,7 @@
<metadata_license>CC0-1.0</metadata_license>
<project_license>GPL-3.0+</project_license>
<name>Moonlight</name>
<summary>Stream games from your NVIDIA GameStream-enabled PC</summary>
<summary>Play games remotely from your NVIDIA GameStream-enabled PC</summary>
<description>
<p>Moonlight can stream games and other applications from a PC with an NVIDIA GeForce GTX 600-series or higher GPU and GeForce Experience installed.</p>
@@ -15,24 +15,198 @@
<li>Hardware accelerated video decoding with VAAPI and VDPAU support</li>
<li>5.1 surround sound audio support</li>
<li>HEVC support for better video compression efficiency</li>
<li>Gamepad support with SDL mapping compatibility</li>
<li>Gamepad support with force feedback for up to 4 players</li>
</ul>
</description>
<url type="homepage">https://moonlight-stream.com</url>
<url type="homepage">https://moonlight-stream.org</url>
<url type="bugtracker">https://github.com/moonlight-stream/moonlight-qt/issues</url>
<url type="help">https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide</url>
<screenshots>
<screenshot type="default">
<image>https://moonlight-stream.com/appstream_resources/moonlight_screenshot_1.png</image>
<image>https://moonlight-stream.org/appstream_resources/moonlight_screenshot_1.png</image>
</screenshot>
<screenshot>
<image>https://moonlight-stream.com/appstream_resources/moonlight_screenshot_2.png</image>
<image>https://moonlight-stream.org/appstream_resources/moonlight_screenshot_2.png</image>
</screenshot>
</screenshots>
<releases>
<release version="0.10.0" date="2019-04-07">
<description>
<p>New features:</p>
<ul>
<li>Redesigned App Grid with larger game artwork and less blank space</li>
<li>Redesigned UI dialogs using Material Design</li>
<li>Added a connection warning overlay (which can be disabled in settings)</li>
<li>Streaming window no longer minimizes when it loses focus in full-screen mode</li>
<li>The Steam Link device is now a supported platform</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed several bugs that could cause UI hangs or lag</li>
<li>Fixed rumble support on gamepads with limited rumble motor control</li>
<li>Fixed increased memory usage if the software renderer gets delayed</li>
<li>Fixed crashes on certain desktop configurations when loading the UI</li>
<li>Fixed handling of pairing certificates with a bogus date</li>
</ul>
</description>
</release>
<release version="0.9.1" date="2019-02-17">
<description>
<p>New features:</p>
<ul>
<li>Added gamepad rumble support</li>
<li>Added a dedicated quit button to the running app tile</li>
<li>Reduced video latency on Windows and Linux</li>
<li>Added a performance overlay for software decoding</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed delayed first video frame with GFE 3.17</li>
<li>Fixed erroneously setting host resolution to 720p in certain configurations</li>
<li>The connection termination dialog is no longer displayed for intentional termination</li>
<li>Fixed some gamepads only functioning for UI navigation and not in game</li>
<li>Fixed audio latency increasing when switching audio devices</li>
<li>Fixed VDPAU scaling behavior on AMD cards</li>
<li>Fixed several bugs in gamepad navigation behavior</li>
<li>Work around a bug in QGnomePlatform that breaks dialog rendering on Linux</li>
<li>Updated included SDL gamepad mappings</li>
<li>Fixed hotkey behavior on non-latin keyboards</li>
<li>Fixed incorrect frame drop percentages in debug stats</li>
</ul>
</description>
</release>
<release version="0.8.1" date="2019-01-08">
<description>
<p>New features:</p>
<ul>
<li>Stricter adherence to the specified bitrate when streaming over the Internet</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed audio crackling that impacted certain systems</li>
<li>Fixed Wake-on-LAN packets failing to send on some systems</li>
<li>Reduced audio latency when resuming a session where audio is already playing</li>
<li>Added option to enable the old SDL audio renderer by setting ML_AUDIO=SDL</li>
<li>Updated to use the new Qt 5.12 Flatpak runtime</li>
<li>Updated to FFmpeg 4.1</li>
<li>Minor UI tweaks</li>
</ul>
</description>
</release>
<release version="0.8.0" date="2018-12-25">
<description>
<p>New features:</p>
<ul>
<li>Improved security of pairing - After this update, you must re-pair with your PC!</li>
<li>Enabled quitting games started by other Moonlight clients also running this update</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed the video bitrate slider not working above certain values on GFE 3.16</li>
<li>Fixed broken Bluetooth audio with PulseAudio</li>
<li>Reduced audio latency</li>
<li>Fixed some non-gamepad devices triggering the unmapped gamepad dialog box</li>
<li>Minor UI tweaks</li>
</ul>
</description>
</release>
<release version="0.7.0" date="2018-12-05">
<description>
<p>New features:</p>
<ul>
<li>Added option to quit the app after stopping the stream</li>
<li>Added CLI option to quit the running app</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Switched to libsoundio backend to address audio glitches and reduce latency</li>
<li>Fixed CLI version output</li>
<li>Fixed streaming error messages not showing up when launching from CLI</li>
<li>Updated included SDL gamepad mappings</li>
<li>Various minor UI tweaks</li>
</ul>
</description>
</release>
<release version="0.6.4" date="2018-11-20">
<description>
<p>New features:</p>
<ul>
<li>Added an option to match client display refresh rate when FPS is unlocked</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed multiple gamepads not being detected on the host in some scenarios</li>
<li>Fixed an incorrect warning when trying to stream at 4K</li>
</ul>
</description>
</release>
<release version="0.6.3" date="2018-11-16">
<description>
<p>New features:</p>
<ul>
<li>Added support for GeForce Experience 3.16</li>
<li>Added an option to force Moonlight to start in windowed mode</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed scrolling not working on the settings page</li>
<li>Skipped using proxy servers when attempting to stream</li>
<li>Fixed a couple possible crashes</li>
<li>Renamed the mouse acceleration option to be more clear</li>
</ul>
</description>
</release>
<release version="0.6.2" date="2018-10-28">
<description>
<p>New features:</p>
<ul>
<li>Added automatic IP address detection for Internet streaming</li>
<li>Added a quit shortcut tip for gamepad users</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed server state polling not being stopped while streaming</li>
</ul>
</description>
</release>
<release version="0.6.1" date="2018-10-14">
<description>
<p>New features:</p>
<ul>
<li>Added support for quitting Moonlight via gamepad</li>
<li>Added tooltips for games with very long names</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Added a workaround for a memory leak in the VAAPI driver for AMD GPUs</li>
<li>Fixed combo boxes on the settings page being too small for certain DPI scaling</li>
<li>Reduced power usage when Moonlight is idling in the background for a while</li>
</ul>
</description>
</release>
<release version="0.6.0" date="2018-10-06">
<description>
<p>New features:</p>
<ul>
<li>Added keyboard and gamepad UI navigation</li>
<li>Added support for mouse X1 and X2 buttons (back and forward)</li>
<li>Added support for mouse movement with touchscreens</li>
<li>Improved HEVC performance at high bitrates</li>
<li>Added support for launching streaming sessions directly from a terminal or script</li>
<li>Added quit shortcut for gamepads: Select+Start+L1+R1</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed not saving deletion of PCs</li>
<li>Fixed keys being stuck down on the host PC after Moonlight loses focus or quits</li>
<li>Fixed some warning dialogs being stuck behind the UI window</li>
<li>Updated included gamepad mapping list</li>
</ul>
</description>
</release>
<release version="0.5.0" date="2018-09-15">
<description>
<p>New features:</p>
@@ -137,7 +311,7 @@
</categories>
<developer_name>Moonlight Game Streaming Team</developer_name>
<update_contact>cameron@moonlight-stream.com</update_contact>
<update_contact>cameron@moonlight-stream.org</update_contact>
<launchable type="desktop-id">com.moonlight_stream.Moonlight.desktop</launchable>
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+9
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@@ -0,0 +1,9 @@
#!/bin/sh
# The default HOME is not persistent, so override
# it to a path on the onboard flash. Otherwise our
# pairing data will be lost each reboot.
HOME=/usr/local/moonlight
# Write output to a logfile in /tmp
exec ./bin/moonlight > /tmp/moonlight.log
+3
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@@ -0,0 +1,3 @@
name=Moonlight
icon=moonlight.png
run=moonlight.sh
-438
View File
@@ -1,438 +0,0 @@
# Game Controller DB for SDL in 2.0.6 format
# Source: https://github.com/gabomdq/SDL_GameControllerDB
# Windows
03000000fa2d00000100000000000000,3DRUDDER,leftx:a0,lefty:a1,rightx:a5,righty:a2,platform:Windows,
03000000022000000090000000000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000203800000900000000000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000060000000000000,8Bitdo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000061000000000000,8Bitdo SF30 Pro Wireless,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000102800000900000000000000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,
03000000a00500003232000000000000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,
030000008f0e00001200000000000000,Acme,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
03000000341a00003608000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows,
030000006b1400000055000000000000,bigben ps3padstreetnew,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
0300000066f700000500000000000000,BrutalLegendTest,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000d81d00000b00000000000000,BUFFALO BSGP1601 Series ,a:b5,b:b3,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b4,y:b2,platform:Windows,
03000000e82000006058000000000000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
030000005e0400008e02000000000000,Controller (XBOX 360 For Windows),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000260900008888000000000000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a4,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Windows,
03000000a306000022f6000000000000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000791d00000103000000000000,Dual Box WII,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
030000004f04000023b3000000000000,Dual Trigger 3-in-1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000341a00000108000000000000,EXEQ RF USB Gamepad 8206,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000000d0f00008500000000000000,Fighting Commander 2016 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008400000000000000,Fighting Commander 5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008700000000000000,Fighting Stick mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008800000000000000,Fighting Stick mini 4,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows,
030000000d0f00002700000000000000,FIGHTING STICK V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
78696e70757403000000000000000000,Fightstick TES,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Windows,
03000000790000000600000000000000,G-Shark GS-GP702,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
03000000260900002625000000000000,Gamecube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows,
030000008f0e00000d31000000000000,GAMEPAD 3 TURBO,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000280400000140000000000000,GamePad Pro USB,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000ffff00000000000000000000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000451300000010000000000000,Generic USB Joystick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000341a00000302000000000000,Hama Scorpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00004900000000000000,Hatsune Miku Sho Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000d81400000862000000000000,HitBox Edition Cthulhu+,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005f00000000000000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005e00000000000000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00004000000000000000,Hori Fighting Stick Mini 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00006e00000000000000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00006600000000000000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f0000ee00000000000000,HORIPAD mini4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00004d00000000000000,HORIPAD3 A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000250900000017000000000000,HRAP2 on PS/SS/N64 Joypad to USB BOX,a:b2,b:b1,back:b9,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b8,x:b3,y:b0,platform:Windows,
030000008f0e00001330000000000000,HuiJia SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b9,x:b3,y:b0,platform:Windows,
03000000d81d00000f00000000000000,iBUFFALO BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000d81d00001000000000000000,iBUFFALO BSGP1204P Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000830500006020000000000000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Windows,
03000000b50700001403000000000000,IMPACT BLACK,a:b2,b:b3,back:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
030000006f0e00002401000000000000,INJUSTICE FightStick for PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000491900000204000000000000,Ipega PG-9023,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
030000006d04000011c2000000000000,Logitech Cordless Wingman,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b2,righttrigger:b7,rightx:a3,righty:a4,x:b4,platform:Windows,
030000006d04000016c2000000000000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006d04000018c2000000000000,Logitech F510 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006d04000019c2000000000000,Logitech F710 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700005032000000000000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700005082000000000000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008433000000000000,Mad Catz FightStick TE S+ PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008483000000000000,Mad Catz FightStick TE S+ PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b6,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008134000000000000,Mad Catz FightStick TE2+ PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b4,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008184000000000000,Mad Catz FightStick TE2+ PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,leftstick:b10,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008034000000000000,Mad Catz TE2 PS3 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008084000000000000,Mad Catz TE2 PS4 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008532000000000000,Madcatz Arcade Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700003888000000000000,Madcatz Arcade Fightstick TE S+ PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700001888000000000000,MadCatz SFIV FightStick PS3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000380700008081000000000000,MADCATZ SFV Arcade FightStick Alpha PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000008305000031b0000000000000,MaxfireBlaze3,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows,
03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000790000004318000000000000,Mayflash GameCube Controller Adapter,a:b1,b:b2,back:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b0,leftshoulder:b4,leftstick:b0,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b0,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
030000008f0e00001030000000000000,Mayflash USB Adapter for original Sega Saturn controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,rightshoulder:b2,righttrigger:b7,start:b9,x:b3,y:b4,platform:Windows,
0300000025090000e803000000000000,Mayflash Wii Classic Controller,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
03000000790000000018000000000000,Mayflash WiiU Pro Game Controller Adapter (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
030000001008000001e5000000000000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Windows,
03000000bd12000015d0000000000000,Nintendo Retrolink USB Super SNES Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows,
030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000004b120000014d000000000000,NYKO AIRFLO,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a3,leftstick:a0,lefttrigger:b6,rightshoulder:b5,rightstick:a2,righttrigger:b7,start:b9,x:b2,y:b3,platform:Windows,
03000000362800000100000000000000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b13,rightx:a3,righty:a4,x:b1,y:b2,platform:Windows,
03000000120c0000f60e000000000000,P4 Wired Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
030000008f0e00000300000000000000,Piranha xtreme,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
03000000d62000006dca000000000000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000008f0e00007530000000000000,PS (R) Gamepad,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b1,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000e30500009605000000000000,PS to USB convert cable,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
03000000100800000100000000000000,PS1 USB,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
03000000100800000300000000000000,PS2 USB,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
030000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Windows,
03000000888800000803000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b9,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,
03000000250900000500000000000000,PS3 DualShock,a:b2,b:b1,back:b9,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b0,y:b3,platform:Windows,
03000000100000008200000000000000,PS360+ v1.66,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:h0.4,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000004c050000a00b000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000004c050000cc09000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00000011000000000000,QanBa Arcade JoyStick 1008,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b10,x:b0,y:b3,platform:Windows,
03000000300f00001611000000000000,QanBa Arcade JoyStick 4018,a:b1,b:b2,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows,
03000000222c00000020000000000000,QANBA DRONE ARCADE JOYSTICK,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,rightshoulder:b5,righttrigger:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00001210000000000000,QanBa Joystick Plus,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,
03000000341a00000104000000000000,QanBa Joystick Q4RAF,a:b5,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b1,y:b2,platform:Windows,
03000000222c00000223000000000000,Qanba Obsidian Arcade Joystick PS3 Mode,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000222c00000023000000000000,Qanba Obsidian Arcade Joystick PS4 Mode,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
030000000d0f00001100000000000000,REAL ARCADE PRO.3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00006a00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00006b00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008a00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008b00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00007000000000000000,REAL ARCADE PRO.4 VLX,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00002200000000000000,REAL ARCADE Pro.V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005b00000000000000,Real Arcade Pro.V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005c00000000000000,Real Arcade Pro.V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000790000001100000000000000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows,
0300000000f000000300000000000000,RetroUSB.com RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows,
0300000000f00000f100000000000000,RetroUSB.com Super RetroPort,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows,
030000006b140000010d000000000000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00001e01000000000000,Rock Candy Gamepad for PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000004f04000003d0000000000000,run'n'drive,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:a3,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:a4,rightstick:b11,righttrigger:b5,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000a30600001af5000000000000,Saitek Cyborg,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000a306000023f6000000000000,Saitek Cyborg V.1 Game pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00001201000000000000,Saitek Dual Analog Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
03000000a30600000cff000000000000,Saitek P2500 Force Rumble Pad,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,x:b0,y:b1,platform:Windows,
03000000a30600000c04000000000000,Saitek P2900,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00001001000000000000,Saitek P480 Rumble Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
03000000a30600000b04000000000000,Saitek P990,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000a30600000b04000000010000,Saitek P990 Dual Analog Pad,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Windows,
03000000300f00001101000000000000,saitek rumble pad,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
0300000000050000289b000000000000,Saturn_Adapter_2.0,a:b1,b:b2,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows,
030000009b2800000500000000000000,Saturn_Adapter_2.0,a:b1,b:b2,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows,
03000000341a00000208000000000000,SL-6555-SBK,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:-a4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a3,righty:a2,start:b7,x:b2,y:b3,platform:Windows,
030000008f0e00000800000000000000,SpeedLink Strike FX Wireless,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000ff1100003133000000000000,SVEN X-PAD,a:b2,b:b3,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a4,start:b5,x:b0,y:b1,platform:Windows,
03000000fa1900000706000000000000,Team 5,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000b50700001203000000000000,Techmobility X6-38V,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
030000004f04000015b3000000000000,Thrustmaster Dual Analog 2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Windows,
030000004f04000004b3000000000000,Thrustmaster Firestorm Dual Power 3,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
03000000666600000488000000000000,TigerGame PS/PS2 Game Controller Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
03000000d90400000200000000000000,TwinShock PS2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
03000000380700006652000000000000,UnKnown,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000632500002305000000000000,USB Vibration Joystick (BM),a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000790000001b18000000000000,Venom Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000450c00002043000000000000,XEOX Gamepad SL-6556-BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000172700004431000000000000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a7,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
03000000786901006e70000000000000,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
# Mac OS X
03000000022000000090000001000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000203800000900000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000102800000900000000000000,8Bitdo SFC30 GamePad Joystick,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000a00500003232000008010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000a00500003232000009010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X,
030000008305000031b0000000000000,Cideko AK08b,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000260900008888000088020000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Mac OS X,
03000000a306000022f6000001030000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000790000000600000000000000,G-Shark GP-702,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000ad1b000001f9000000000000,Gamestop BB-070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
030000000d0f00005f00000000010000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00005e00000000010000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00005f00000000000000,HORI Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00005e00000000000000,HORI Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00004d00000000000000,HORI Gem Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00006e00000000010000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00006600000000010000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00006600000000000000,HORIPAD FPS PLUS 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000008f0e00001330000011010000,HuiJia SNES Controller,a:b4,b:b2,back:b16,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b12,rightshoulder:b14,start:b18,x:b6,y:b0,platform:Mac OS X,
03000000830500006020000000010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X,
03000000830500006020000000000000,iBuffalo USB 2-axis 8-button Gamepad,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X,
030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Mac OS X,
030000006d04000016c2000000020000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000016c2000000030000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000016c2000014040000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000016c2000000000000,Logitech F310 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000018c2000000000000,Logitech F510 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d0400001fc2000000000000,Logitech F710 Gamepad (XInput),a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000006d04000019c2000000000000,Logitech Wireless Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000380700005032000000010000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000380700005082000000010000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000790000004418000000010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Mac OS X,
0300000025090000e803000000000000,Mayflash Wii Classic Controller,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Mac OS X,
03000000790000000018000000000000,Mayflash WiiU Pro Game Controller Adapter (DInput),a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X,
03000000d8140000cecf000000000000,MC Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
030000001008000001e5000006010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Mac OS X,
030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
030000008f0e00000300000000000000,Piranha xtreme,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000d62000006dca000000010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X,
030000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X,
030000004c050000a00b000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000008916000000fd000000000000,Razer Onza TE,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000321500000010000000010000,Razer RAIJU,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
0300000032150000030a000000000000,Razer Wildcat,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000790000001100000000000000,Retrolink Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a3,lefty:a4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000790000001100000006010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
030000006b140000010d000000010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000c6240000fefa000000000000,Rock Candy Gamepad for PS3,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000811700007e05000000000000,Sega Saturn,a:b2,b:b4,dpdown:b16,dpleft:b15,dpright:b14,dpup:b17,leftshoulder:b8,lefttrigger:a5,leftx:a0,lefty:a2,rightshoulder:b9,righttrigger:a4,start:b13,x:b0,y:b6,platform:Mac OS X,
03000000b40400000a01000000000000,Sega Saturn USB Gamepad,a:b0,b:b1,back:b5,guide:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Mac OS X,
030000003512000021ab000000000000,SFC30 Joystick,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,
030000004c050000cc09000000000000,Sony DualShock 4 V2,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c050000a00b000000000000,Sony DualShock 4 Wireless Adaptor,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000005e0400008e02000001000000,Steam Virtual GamePad,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000110100002014000000000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b12,x:b2,y:b3,platform:Mac OS X,
03000000110100002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X,
03000000381000002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X,
03000000110100001714000000000000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X,
03000000110100001714000020010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X,
030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X,
030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X,
03000000bd12000015d0000000000000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000bd12000015d0000000010000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000100800000100000000000000,Twin USB Joystick,a:b4,b:b2,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b12,leftstick:b20,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b14,rightstick:b22,righttrigger:b10,rightx:a6,righty:a4,start:b18,x:b6,y:b0,platform:Mac OS X,
050000005769696d6f74652028303000,Wii Remote,a:b4,b:b5,back:b7,dpdown:b3,dpleft:b0,dpright:b1,dpup:b2,guide:b8,leftshoulder:b11,lefttrigger:b12,leftx:a0,lefty:a1,start:b6,x:b10,y:b9,platform:Mac OS X,
050000005769696d6f74652028313800,Wii U Pro Controller,a:b16,b:b15,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b8,leftshoulder:b19,leftstick:b23,lefttrigger:b21,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b24,righttrigger:b22,rightx:a2,righty:a3,start:b6,x:b18,y:b17,platform:Mac OS X,
030000005e0400008e02000000000000,X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000c6240000045d000000000000,Xbox 360 Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000d102000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000dd02000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000e302000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000e002000000000000,Xbox Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,
030000005e040000e002000003090000,Xbox Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,
030000005e040000ea02000000000000,Xbox Wireless Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000fd02000003090000,Xbox Wireless Controller,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000120c0000100e000000010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
# Linux
03000000022000000090000011010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000203800000900000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00002038000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
03000000c82d00000190000011010000,8Bitdo NES30 Pro 8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000102800000900000000010000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00003028000000010000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,
05000000a00500003232000001000000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,
05000000a00500003232000008010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,
030000006f0e00003901000000430000,Afterglow Prismatic Wired Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006f0e00003901000020060000,Afterglow Wired Controller for Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000100000008200000011010000,Akishop Customs PS360+ v1.66,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
05000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux,
03000000666600006706000000010000,boom PSX to PC Converter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux,
03000000e82000006058000001010000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
03000000260900008888000000010000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Linux,
03000000a306000022f6000011010000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
03000000b40400000a01000000010000,CYPRESS USB Gamepad,a:b0,b:b1,back:b5,guide:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,
03000000790000000600000010010000,DragonRise Inc. Generic USB Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux,
030000006f0e00003001000001010000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000341a000005f7000010010000,GameCube {HuiJia USB box},a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
030000006f0e00000104000000010000,Gamestop Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006f0e00001304000000010000,Generic X-Box pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:a0,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:a3,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006f0e00001f01000000010000,Generic X-Box pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000f0250000c183000010010000,Goodbetterbest Ltd USB Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
0300000079000000d418000000010000,GPD Win 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000280400000140000000010000,Gravis GamePad Pro USB ,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
030000008f0e00000610000000010000,GreenAsia Electronics 4Axes 12Keys GamePad ,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Linux,
030000008f0e00000300000010010000,GreenAsia Inc. USB Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
030000008f0e00001200000010010000,GreenAsia Inc. USB Joystick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
0500000047532067616d657061640000,GS gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
06000000adde0000efbe000002010000,Hidromancer Game Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000d81400000862000011010000,HitBox (PS3/PC) Analog Mode,a:b1,b:b2,back:b8,guide:b9,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b12,x:b0,y:b3,platform:Linux,
03000000c9110000f055000011010000,HJC Game GAMEPAD,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
030000000d0f00000d00000000010000,hori,a:b0,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,leftx:b4,lefty:b5,rightshoulder:b7,start:b9,x:b1,y:b2,platform:Linux,
030000000d0f00001000000011010000,HORI CO. LTD. FIGHTING STICK 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00006a00000011010000,HORI CO. LTD. Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00006b00000011010000,HORI CO. LTD. Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00002200000011010000,HORI CO. LTD. REAL ARCADE Pro.V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00005f00000011010000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00005e00000011010000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000ad1b000001f5000033050000,Hori Pad EX Turbo 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000000d0f00006e00000011010000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00006600000011010000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00006700000001010000,HORIPAD ONE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000008f0e00001330000010010000,HuiJia SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b9,x:b3,y:b0,platform:Linux,
03000000830500006020000010010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
050000006964726f69643a636f6e0000,idroid:con,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000b50700001503000010010000,impact,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,
03000000fd0500000030000000010000,InterAct GoPad I-73000 (Fighting Game Layout),a:b3,b:b4,back:b6,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,start:b7,x:b0,y:b1,platform:Linux,
0500000049190000020400001b010000,Ipega PG-9069 - Bluetooth Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b161,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
030000006e0500000320000010010000,JC-U3613M - DirectInput Mode,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux,
03000000300f00001001000010010000,Jess Tech Dual Analog Rumble Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,
03000000ba2200002010000001010000,Jess Technology USB Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
030000006f0e00000103000000020000,Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006d04000019c2000010010000,Logitech Cordless RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d04000016c2000010010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d04000016c2000011010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d0400001dc2000014400000,Logitech F310 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006d0400001ec2000020200000,Logitech F510 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006d04000019c2000011010000,Logitech F710 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d0400001fc2000005030000,Logitech F710 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006d04000015c2000010010000,Logitech Logitech Extreme 3D,a:b0,b:b4,back:b6,guide:b8,leftshoulder:b9,leftstick:h0.8,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:h0.2,start:b7,x:b2,y:b5,platform:Linux,
030000006d04000018c2000010010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d04000011c2000010010000,Logitech WingMan Cordless RumblePad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b10,rightx:a3,righty:a4,start:b8,x:b3,y:b4,platform:Linux,
05000000380700006652000025010000,Mad Catz C.T.R.L.R ,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700005032000011010000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700005082000011010000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000ad1b00002ef0000090040000,Mad Catz Fightpad SFxT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux,
03000000380700008034000011010000,Mad Catz fightstick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700008084000011010000,Mad Catz fightstick (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000380700008433000011010000,Mad Catz FightStick TE S+ PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700008483000011010000,Mad Catz FightStick TE S+ PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000380700001647000010040000,Mad Catz Wired Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000380700003847000090040000,Mad Catz Wired Xbox 360 Controller (SFIV),a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
03000000ad1b000016f0000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000380700001888000010010000,MadCatz PC USB Wired Stick 8818,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700003888000010010000,MadCatz PC USB Wired Stick 8838,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:a0,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
0300000079000000d218000011010000,MAGIC-NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000790000004418000010010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
03000000780000000600000010010000,Microntek USB Joystick,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
030000005e0400000e00000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,
030000005e0400008e02000004010000,Microsoft X-Box 360 pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400008e02000062230000,Microsoft X-Box 360 pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000e302000003020000,Microsoft X-Box One Elite pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000d102000001010000,Microsoft X-Box One pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000d102000003020000,Microsoft X-Box One pad v2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400008502000000010000,Microsoft X-Box pad (Japan),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
030000005e0400008902000021010000,Microsoft X-Box pad v2 (US),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
05000000d6200000ad0d000001000000,Moga Pro,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,
03000000250900006688000000010000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,
030000001008000001e5000010010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Linux,
050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
050000007e0500003003000001000000,Nintendo Wii Remote Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
05000000010000000100000003000000,Nintendo Wiimote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
030000000d0500000308000010010000,Nostromo n45 Dual Analog Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux,
03000000550900001072000011010000,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000451300000830000010010000,NYKO CORE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000005e0400000202000000010000,Old Xbox pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
05000000362800000100000002010000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux,
05000000362800000100000003010000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux,
03000000ff1100003133000010010000,PC Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
030000006f0e00006401000001010000,PDP Battlefield One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000d62000006dca000011010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
03000000341a00003608000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000004c0500006802000010010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
030000004c0500006802000010810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c0500006802000011010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
030000004c0500006802000011810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
050000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:a12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:a13,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
050000004c0500006802000000810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
050000004c0500006802000000800000,PS3 Controller (Bluetooth),a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
05000000504c415953544154494f4e00,PS3 Controller (Bluetooth),a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
060000004c0500006802000000010000,PS3 Controller (Bluetooth),a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
030000004c050000a00b000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004c050000a00b000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c050000c405000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004c050000c405000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c050000cc09000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004c050000cc09000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
050000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
050000004c050000c405000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
050000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
050000004c050000cc09000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
03000000300f00001211000011010000,QanBa Arcade JoyStick,a:b2,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b9,x:b1,y:b3,platform:Linux,
030000009b2800000300000001010000,raphnet.net 4nes4snes v1.5,a:b0,b:b4,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux,
030000008916000001fd000024010000,Razer Onza Classic Edition,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000008916000000fd000024010000,Razer Onza Tournament,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000321500000010000011010000,Razer RAIJU,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000c6240000045d000025010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000321500000009000011010000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
050000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
0300000032150000030a000001010000,Razer Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000790000001100000010010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux,
0300000000f000000300000000010000,RetroUSB.com RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux,
0300000000f00000f100000000010000,RetroUSB.com Super RetroPort,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux,
030000006b140000010d000011010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000006f0e00001e01000011010000,Rock Candy Gamepad for PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006f0e00004601000001010000,Rock Candy Wired Controller for Xbox One,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000a306000023f6000011010000,Saitek Cyborg V.1 Game Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
03000000a30600000cff000010010000,Saitek P2500 Force Rumble Pad,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux,
03000000a30600000c04000011010000,Saitek P2900 Wireless Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b12,x:b0,y:b3,platform:Linux,
03000000a30600000901000000010000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux,
03000000a30600000b04000000010000,Saitek P990 Dual Analog Pad,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux,
03000000a306000018f5000010010000,Saitek PLC Saitek P3200 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
03000000c01600008704000011010000,Serial/Keyboard/Mouse/Joystick,a:b12,b:b10,back:b4,dpdown:b2,dpleft:b3,dpright:b1,dpup:b0,leftshoulder:b9,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b8,rightstick:b15,righttrigger:b7,rightx:a2,righty:a3,start:b5,x:b13,y:b11,platform:Linux,
03000000f025000021c1000010010000,ShanWan Gioteck PS3 Wired Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
03000000632500007505000010010000,SHANWAN PS3/PC Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
03000000250900000500000000010000,Sony PS2 pad with SmartJoy adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,
030000005e0400008e02000073050000,Speedlink TORID Wireless Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400008e02000020200000,SpeedLink XEOX Pro Analog Gamepad pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000de2800000112000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000de2800000211000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000de2800004211000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
05000000de2800000212000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000ad1b000038f0000090040000,Street Fighter IV FightStick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000666600000488000000010000,Super Joy Box 5 Pro,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,
030000004f04000020b3000010010000,Thrustmaster 2 in 1 DT,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,
030000004f04000015b3000010010000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,
030000004f04000023b3000000010000,Thrustmaster Dual Trigger 3-in-1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004f04000000b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Linux,
030000004f04000008d0000000010000,Thrustmaster Run N Drive Wireless,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004f04000009d0000000010000,Thrustmaster Run N Drive Wireless PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000bd12000015d0000010010000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux,
03000000d814000007cd000011010000,Toodles 2008 Chimp PC/PS3,a:b0,b:b1,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux,
03000000100800000100000010010000,Twin USB PS2 Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
03000000100800000300000010010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
03000000790000001100000000010000,USB Gamepad1,a:b2,b:b1,back:b8,dpdown:a0,dpleft:a1,dpright:a2,dpup:a4,start:b9,platform:Linux,
05000000ac0500003232000001000000,VR-BOX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
030000005e0400008e02000010010000,X360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400008e02000014010000,X360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400001907000000010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400009102000007010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000a102000000010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000a102000007010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
0000000058626f782033363020576900,Xbox 360 Wireless Controller,a:b0,b:b1,back:b14,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b7,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux,
030000005e040000a102000014010000,Xbox 360 Wireless Receiver (XBOX),a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
0000000058626f782047616d65706100,Xbox Gamepad (userspace driver),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
050000005e040000e002000003090000,Xbox One Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
050000005e040000fd02000003090000,Xbox One Wireless Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
03000000450c00002043000010010000,XEOX Gamepad SL-6556-BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
05000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Linux,
03000000c0160000e105000001010000,Xin-Mo Xin-Mo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux,
xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000120c0000100e000011010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
# Android
64633436313965656664373634323364,Microsoft X-Box 360 pad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android,
37336435666338653565313731303834,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
4e564944494120436f72706f72617469,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
61363931656135336130663561616264,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
35643031303033326130316330353564,PS4 Controller,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android,
05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android,
5477696e20555342204a6f7973746963,Twin USB Joystick,a:b22,b:b21,back:b28,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,leftstick:b30,lefttrigger:b24,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b31,righttrigger:b25,rightx:a3,righty:a2,start:b29,x:b23,y:b20,platform:Android,
34356136633366613530316338376136,Xbox Wireless Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,x:b17,y:b2,platform:Android,
# iOS
4d466947616d65706164010000000000,MFi Extended Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:iOS,
4d466947616d65706164020000000000,MFi Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b6,x:b2,y:b3,platform:iOS,
05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS,
+161 -71
View File
@@ -1,27 +1,20 @@
import QtQuick 2.9
import QtQuick.Dialogs 1.2
import QtQuick.Controls 2.2
import AppModel 1.0
import ComputerManager 1.0
GridView {
CenteredGridView {
property int computerIndex
property AppModel appModel : createModel()
property bool activated
id: appGrid
anchors.fill: parent
anchors.leftMargin: (parent.width % (cellWidth + anchors.rightMargin)) / 2
anchors.topMargin: 20
anchors.rightMargin: 5
anchors.bottomMargin: 5
cellWidth: 225; cellHeight: 385;
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
focus: true
activeFocusOnTab: true
topMargin: 20
bottomMargin: 5
cellWidth: 230; cellHeight: 297;
function computerLost()
{
@@ -29,13 +22,21 @@ GridView {
stackView.pop()
}
onVisibleChanged: {
if (visible) {
appModel.computerLost.connect(computerLost)
}
else {
appModel.computerLost.disconnect(computerLost)
}
Component.onCompleted: {
// Don't show any highlighted item until interacting with them.
// We do this here instead of onActivated to avoid losing the user's
// selection when backing out of a different page of the app.
currentIndex = -1
}
StackView.onActivated: {
appModel.computerLost.connect(computerLost)
activated = true
}
StackView.onDeactivating: {
appModel.computerLost.disconnect(computerLost)
activated = false
}
function createModel()
@@ -47,39 +48,108 @@ GridView {
model: appModel
delegate: ItemDelegate {
width: 200; height: 335;
delegate: NavigableItemDelegate {
width: 220; height: 287;
grid: appGrid
Image {
property bool isPlaceholder: false
id: appIcon
anchors.horizontalCenter: parent.horizontalCenter;
y: 20
anchors.horizontalCenter: parent.horizontalCenter
y: 10
source: model.boxart
sourceSize {
width: 150
height: 200
onSourceSizeChanged: {
if ((width == 130 && height == 180) || // GFE 2.0 placeholder image
(width == 628 && height == 888) || // GFE 3.0 placeholder image
(width == 200 && height == 266)) // Our no_app_image.png
{
isPlaceholder = true
}
else
{
isPlaceholder = false
}
width = 200
height = 267
}
// Display a tooltip with the full name if it's truncated
ToolTip.text: model.name
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: (parent.hovered || parent.highlighted) && (!appNameText.visible || appNameText.truncated)
}
Image {
id: runningIcon
ToolButton {
id: resumeButton
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? -47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : -60
anchors.centerIn: appIcon
visible: model.running
source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
sourceSize {
width: 75
height: 75
implicitWidth: 125
implicitHeight: 125
Image {
source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
onClicked: {
launchOrResumeSelectedApp()
}
ToolTip.text: "Resume Game"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
Text {
ToolButton {
id: quitButton
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? 47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : 60
anchors.centerIn: appIcon
visible: model.running
implicitWidth: 125
implicitHeight: 125
Image {
source: "qrc:/res/baseline-cancel-24px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
onClicked: {
doQuitGame()
}
ToolTip.text: "Quit Game"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
Label {
id: appNameText
visible: appIcon.isPlaceholder
text: model.name
color: "white"
width: parent.width
height: 125
anchors.top: appIcon.bottom
width: appIcon.width
height: model.running ? 175 : appIcon.height
anchors.left: appIcon.left
anchors.right: appIcon.right
anchors.bottom: appIcon.bottom
font.pointSize: 22
verticalAlignment: Text.AlignVCenter
horizontalAlignment: Text.AlignHCenter
wrapMode: Text.Wrap
elide: Text.ElideRight
@@ -103,52 +173,66 @@ GridView {
}
onClicked: {
// Nothing is running or this app is running
launchOrResumeSelectedApp()
// Only allow clicking on the box art for non-running games.
// For running games, buttons will appear to resume or quit which
// will handle starting the game and clicks on the box art will
// be ignored.
if (!model.running) {
launchOrResumeSelectedApp()
}
}
MouseArea {
anchors.fill: parent
acceptedButtons: Qt.RightButton
onClicked: {
// Right click
Keys.onReturnPressed: {
// Open the app context menu if activated via the gamepad or keyboard
// for running games. If the game isn't running, the above onClicked
// method will handle the launch.
if (model.running) {
// This will be keyboard/gamepad driven so use
// open() instead of popup()
appContextMenu.open()
}
}
Menu {
id: appContextMenu
MenuItem {
text: model.running ? "Resume Game" : "Launch Game"
onTriggered: {
appContextMenu.close()
launchOrResumeSelectedApp()
}
height: visible ? implicitHeight : 0
Keys.onMenuPressed: {
if (model.running) {
// This will be keyboard/gamepad driven so use
// open() instead of popup()
appContextMenu.open()
}
MenuItem {
}
function doQuitGame() {
quitAppDialog.appName = appModel.getRunningAppName()
quitAppDialog.segueToStream = false
quitAppDialog.open()
}
NavigableMenu {
id: appContextMenu
NavigableMenuItem {
parentMenu: appContextMenu
text: model.running ? "Resume Game" : "Launch Game"
onTriggered: launchOrResumeSelectedApp()
}
NavigableMenuItem {
parentMenu: appContextMenu
text: "Quit Game"
onTriggered: {
quitAppDialog.appName = appModel.getRunningAppName()
quitAppDialog.segueToStream = false
quitAppDialog.open()
}
onTriggered: doQuitGame()
visible: model.running
height: visible ? implicitHeight : 0
}
}
}
MessageDialog {
NavigableMessageDialog {
id: quitAppDialog
modality:Qt.WindowModal
property string appName : ""
property bool segueToStream : false
property string nextAppName: ""
property int nextAppIndex: 0
text:"Are you sure you want to quit " + appName +"? Any unsaved progress will be lost."
standardButtons: StandardButton.Yes | StandardButton.No
onYes: {
standardButtons: Dialog.Yes | Dialog.No
function quitApp() {
var component = Qt.createComponent("QuitSegue.qml")
var params = {"appName": appName}
if (segueToStream) {
@@ -167,16 +251,22 @@ GridView {
// Trigger the quit after pushing the quit segue on screen
appModel.quitRunningApp()
}
onAccepted: quitApp()
}
ScrollBar.vertical: ScrollBar {
// Manually hide the scrollbar to prevent it from being drawn on top
// of the StreamSegue during the transition. It can sometimes get stuck
// there since we're not consistently pumping the event loop while
// starting the stream.
visible: activated
parent: appGrid.parent
anchors {
top: appGrid.top
left: appGrid.right
bottom: appGrid.bottom
leftMargin: -10
top: parent.top
right: parent.right
bottom: parent.bottom
}
}
}
+31
View File
@@ -0,0 +1,31 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
// https://stackoverflow.com/questions/45029968/how-do-i-set-the-combobox-width-to-fit-the-largest-item
ComboBox {
property int textWidth
implicitWidth: leftPadding + textWidth + indicator.width + rightPadding
TextMetrics {
id: popupMetrics
}
TextMetrics {
id: textMetrics
}
// We call this every time the options change (and init)
// so we can adjust the combo box width here too
onActivated: {
textMetrics.font = font
popupMetrics.font = popup.font
textWidth = 0
for (var i = 0; i < count; i++){
textMetrics.text = textAt(i)
popupMetrics.text = textAt(i)
textWidth = Math.max(textMetrics.width, textWidth)
textWidth = Math.max(popupMetrics.width, textWidth)
}
}
}
+41
View File
@@ -0,0 +1,41 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
GridView {
// Detect Qt 5.11 or earlier using presence of synchronousDrag.
// Prior to 5.12, the leftMargin and rightMargin values did not work.
property bool hasBrokenMargins: this.synchronousDrag === undefined
property int minMargin: 10
property real availableWidth: (parent.width - 2 * minMargin)
property int itemsPerRow: availableWidth / cellWidth
property real horizontalMargin: itemsPerRow < count && availableWidth >= cellWidth ?
(availableWidth % cellWidth) / 2 : minMargin
function updateMargins() {
leftMargin = horizontalMargin
rightMargin = horizontalMargin
if (hasBrokenMargins) {
anchors.leftMargin = leftMargin
anchors.rightMargin = rightMargin
}
}
onHorizontalMarginChanged: {
updateMargins()
}
Component.onCompleted: {
if (hasBrokenMargins) {
// This will cause an anchor conflict with the parent StackView
// which breaks animation, but otherwise the grid will not be
// centered in the window.
anchors.fill = parent
anchors.topMargin = topMargin
anchors.bottomMargin = bottomMargin
}
updateMargins()
}
}
+57
View File
@@ -0,0 +1,57 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import ComputerManager 1.0
import Session 1.0
Item {
function onSearchingComputer() {
stageLabel.text = "Establishing connection to PC..."
}
function onQuittingApp() {
stageLabel.text = "Quitting app..."
}
function onFailure(message) {
errorDialog.text = message
errorDialog.open()
}
StackView.onActivated: {
if (!launcher.isExecuted()) {
toolBar.visible = false
launcher.searchingComputer.connect(onSearchingComputer)
launcher.quittingApp.connect(onQuittingApp)
launcher.failed.connect(onFailure)
launcher.execute(ComputerManager)
}
}
Row {
anchors.centerIn: parent
spacing: 5
BusyIndicator {
id: stageSpinner
}
Label {
id: stageLabel
height: stageSpinner.height
text: stageText
font.pointSize: 20
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
}
}
ErrorMessageDialog {
id: errorDialog
onClosed: {
Qt.quit()
}
}
}
+90
View File
@@ -0,0 +1,90 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import ComputerManager 1.0
Item {
function onSearchingComputer() {
stageLabel.text = "Establishing connection to PC..."
}
function onSearchingApp() {
stageLabel.text = "Loading app list..."
}
function onSessionCreated(appName, session) {
var component = Qt.createComponent("StreamSegue.qml")
var segue = component.createObject(stackView, {
"appName": appName,
"session": session,
"quitAfter": true
})
stackView.push(segue)
}
function onLaunchFailed(message) {
errorDialog.text = message
errorDialog.open()
}
function onAppQuitRequired(appName) {
quitAppDialog.appName = appName
quitAppDialog.open()
}
StackView.onActivated: {
if (!launcher.isExecuted()) {
toolBar.visible = false
launcher.searchingComputer.connect(onSearchingComputer)
launcher.searchingApp.connect(onSearchingApp)
launcher.sessionCreated.connect(onSessionCreated)
launcher.failed.connect(onLaunchFailed)
launcher.appQuitRequired.connect(onAppQuitRequired)
launcher.execute(ComputerManager)
}
}
Row {
anchors.centerIn: parent
spacing: 5
BusyIndicator {
id: stageSpinner
}
Label {
id: stageLabel
height: stageSpinner.height
font.pointSize: 20
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
}
}
ErrorMessageDialog {
id: errorDialog
onClosed: {
Qt.quit();
}
}
NavigableMessageDialog {
id: quitAppDialog
text:"Are you sure you want to quit " + appName +"? Any unsaved progress will be lost."
standardButtons: Dialog.Yes | Dialog.No
property string appName : ""
function quitApp() {
var component = Qt.createComponent("QuitSegue.qml")
var params = {"appName": appName}
stackView.push(component.createObject(stackView, params))
// Trigger the quit after pushing the quit segue on screen
launcher.quitRunningApp()
}
onAccepted: quitApp()
onRejected: Qt.quit()
}
}
+8
View File
@@ -0,0 +1,8 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import SystemProperties 1.0
NavigableMessageDialog {
standardButtons: Dialog.Ok | (SystemProperties.hasBrowser ? Dialog.Help : 0)
}
+17
View File
@@ -0,0 +1,17 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
Dialog {
parent: overlay
x: Math.round((parent.width - width) / 2)
y: Math.round((parent.height - height) / 2)
onAboutToHide: {
// We must force focus back to the last item for platforms without
// support for more than one active window like Steam Link. If
// we don't, gamepad and keyboard navigation will break after a
// dialog appears.
stackView.forceActiveFocus()
}
}
+24
View File
@@ -0,0 +1,24 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
ItemDelegate {
property GridView grid
highlighted: grid.activeFocus && grid.currentItem === this
Keys.onLeftPressed: {
grid.moveCurrentIndexLeft()
}
Keys.onRightPressed: {
grid.moveCurrentIndexRight()
}
Keys.onDownPressed: {
grid.moveCurrentIndexDown()
}
Keys.onUpPressed: {
grid.moveCurrentIndexUp()
}
Keys.onReturnPressed: {
clicked()
}
}
+8
View File
@@ -0,0 +1,8 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
Menu {
onOpened: {
itemAt(0).forceActiveFocus(Qt.TabFocusReason)
}
}
+28
View File
@@ -0,0 +1,28 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
MenuItem {
// Qt 5.10 has a menu property, but we need to support 5.9
// so we must make our own.
property Menu parentMenu
// Ensure focus can't be given to an invisible item
enabled: visible
height: visible ? implicitHeight : 0
focusPolicy: visible ? Qt.TabFocus : Qt.NoFocus
onTriggered: {
// We must close the context menu first or
// it can steal focus from any dialogs that
// onTriggered may spawn.
parentMenu.close()
}
Keys.onReturnPressed: {
triggered()
}
Keys.onEscapePressed: {
parentMenu.close()
}
}
+65
View File
@@ -0,0 +1,65 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import QtQuick.Layouts 1.2
NavigableDialog {
id: dialog
property alias text: dialogLabel.dialogText
property string helpText
property string helpUrl : "https://github.com/moonlight-stream/moonlight-docs/wiki/Troubleshooting"
property string helpTextSeparator : " "
onOpened: {
// Force keyboard focus on the label so keyboard navigation works
dialogLabel.forceActiveFocus()
}
RowLayout {
spacing: 10
Image {
source: (standardButtons & Dialog.Yes) ?
"qrc:/res/baseline-help_outline-24px.svg" :
"qrc:/res/baseline-error_outline-24px.svg"
sourceSize {
// The icon should be square so use the height as the width too
width: 50
height: 50
}
}
Label {
property string dialogText
id: dialogLabel
text: dialogText + ((helpText && (standardButtons & Dialog.Help)) ? (helpTextSeparator + helpText) : "")
wrapMode: Text.Wrap
elide: Label.ElideRight
// Cap the width so the dialog doesn't grow horizontally forever. This
// will cause word wrap to kick in.
Layout.maximumWidth: 400
Layout.maximumHeight: 400
Keys.onReturnPressed: {
accept()
}
Keys.onEscapePressed: {
reject()
}
}
}
footer: DialogButtonBox {
id: dialogButtonBox
standardButtons: dialog.standardButtons
onHelpRequested: {
Qt.openUrlExternally(helpUrl)
close()
}
}
}
+18
View File
@@ -0,0 +1,18 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
ToolButton {
activeFocusOnTab: true
Keys.onReturnPressed: {
clicked()
}
Keys.onRightPressed: {
nextItemInFocusChain(true).forceActiveFocus(Qt.TabFocus)
}
Keys.onLeftPressed: {
nextItemInFocusChain(false).forceActiveFocus(Qt.TabFocus)
}
}
+91 -129
View File
@@ -1,45 +1,36 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
import QtQuick.Dialogs 1.2
import QtQuick.Layouts 1.3
import QtQuick.Window 2.2
import ComputerModel 1.0
import ComputerManager 1.0
import StreamingPreferences 1.0
GridView {
CenteredGridView {
property ComputerModel computerModel : createModel()
id: pcGrid
anchors.fill: parent
anchors.leftMargin: (parent.width % (cellWidth + anchors.rightMargin)) / 2
anchors.topMargin: 20
anchors.rightMargin: 5
anchors.bottomMargin: 5
cellWidth: 350; cellHeight: 350;
focus: true
activeFocusOnTab: true
topMargin: 20
bottomMargin: 5
cellWidth: 310; cellHeight: 350;
objectName: "Computers"
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
StreamingPreferences {
id: prefs
Component.onCompleted: {
// Don't show any highlighted item until interacting with them.
// We do this here instead of onActivated to avoid losing the user's
// selection when backing out of a different page of the app.
currentIndex = -1
}
Component.onCompleted: {
StackView.onActivated: {
// Setup signals on CM
ComputerManager.computerAddCompleted.connect(addComplete)
}
if (prefs.isRunningWayland()) {
waylandDialog.open()
}
else if (!prefs.hasAnyHardwareAcceleration()) {
noHwDecoderDialog.open()
}
StackView.onDeactivating: {
ComputerManager.computerAddCompleted.disconnect(addComplete)
}
function pairingComplete(error)
@@ -50,6 +41,7 @@ GridView {
// Display a failed dialog if we got an error
if (error !== undefined) {
errorDialog.text = error
errorDialog.helpText = ""
errorDialog.open()
}
}
@@ -57,7 +49,8 @@ GridView {
function addComplete(success)
{
if (!success) {
errorDialog.text = "Unable to connect to the specified PC. Click the Help button for possible solutions."
errorDialog.text = "Unable to connect to the specified PC."
errorDialog.helpText = "Click the Help button for possible solutions."
errorDialog.open()
}
}
@@ -70,17 +63,37 @@ GridView {
return model
}
Row {
anchors.centerIn: parent
spacing: 5
visible: pcGrid.count === 0
BusyIndicator {
id: searchSpinner
visible: StreamingPreferences.enableMdns
}
Label {
height: searchSpinner.height
elide: Label.ElideRight
text: StreamingPreferences.enableMdns ? "Searching for PCs with NVIDIA GameStream enabled..."
: "Automatic PC discovery is disabled. Add your PC manually."
font.pointSize: 20
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
}
}
model: computerModel
delegate: ItemDelegate {
delegate: NavigableItemDelegate {
width: 300; height: 300;
grid: pcGrid
Image {
id: pcIcon
anchors.horizontalCenter: parent.horizontalCenter
source: {
model.addPc ? "qrc:/res/ic_add_to_queue_white_48px.svg" : "qrc:/res/ic_tv_white_48px.svg"
}
source: "qrc:/res/ic_tv_white_48px.svg"
sourceSize {
width: 200
height: 200
@@ -93,7 +106,7 @@ GridView {
anchors.horizontalCenter: pcIcon.horizontalCenter
anchors.verticalCenter: pcIcon.verticalCenter
anchors.verticalCenterOffset: -10
visible: !model.addPc && !model.statusUnknown && (!model.online || !model.paired)
visible: !model.statusUnknown && (!model.online || !model.paired)
source: !model.online ? "qrc:/res/baseline-warning-24px.svg" : "qrc:/res/baseline-lock-24px.svg"
sourceSize {
width: 75
@@ -108,13 +121,12 @@ GridView {
anchors.verticalCenterOffset: -10
width: 75
height: 75
visible: !model.addPc && model.statusUnknown
visible: model.statusUnknown
}
Text {
Label {
id: pcNameText
text: model.name
color: "white"
width: parent.width
anchors.top: pcIcon.bottom
@@ -123,15 +135,10 @@ GridView {
wrapMode: Text.Wrap
}
Menu {
NavigableMenu {
id: pcContextMenu
MenuItem {
text: "Wake PC"
onTriggered: computerModel.wakeComputer(index)
visible: !model.addPc && !model.online && model.wakeable
height: visible ? implicitHeight : 0
}
MenuItem {
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Delete PC"
onTriggered: {
deletePcDialog.pcIndex = index
@@ -139,13 +146,16 @@ GridView {
deletePcDialog.open()
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Wake PC"
onTriggered: computerModel.wakeComputer(index)
visible: !model.online && model.wakeable
}
}
onClicked: {
if (model.addPc) {
addPcDialog.open()
}
else if (model.online) {
if (model.online) {
if (model.paired) {
// go to game view
var component = Qt.createComponent("AppView.qml")
@@ -165,11 +175,24 @@ GridView {
}
else {
// cannot pair while something is streaming or attempting to pair
errorDialog.text = "This PC is currently busy. Make sure to quit any running games and try again."
errorDialog.text = "You cannot pair while a previous session is still running on the host PC. Quit any running games or reboot the host PC, then try pairing again."
errorDialog.helpText = ""
errorDialog.open()
}
}
} else if (!model.online) {
// Using open() here because it may be activated by keyboard
pcContextMenu.open()
}
}
onPressAndHold: {
// popup() ensures the menu appears under the mouse cursor
if (pcContextMenu.popup) {
pcContextMenu.popup()
}
else {
// Qt 5.9 doesn't have popup()
pcContextMenu.open()
}
}
@@ -178,118 +201,57 @@ GridView {
anchors.fill: parent
acceptedButtons: Qt.RightButton;
onClicked: {
// right click
if (!model.addPc) { // but only for actual PCs, not the add-pc option
pcContextMenu.open()
}
parent.onPressAndHold()
}
}
Keys.onMenuPressed: {
// We must use open() here so the menu is positioned on
// the ItemDelegate and not where the mouse cursor is
pcContextMenu.open()
}
}
MessageDialog {
ErrorMessageDialog {
id: errorDialog
// don't allow edits to the rest of the window while open
modality:Qt.WindowModal
icon: StandardIcon.Critical
standardButtons: StandardButton.Ok | StandardButton.Help
onHelp: {
// Using Setup-Guide here instead of Troubleshooting because it's likely that users
// will arrive here by forgetting to enable GameStream or not forwarding ports.
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide");
}
// Using Setup-Guide here instead of Troubleshooting because it's likely that users
// will arrive here by forgetting to enable GameStream or not forwarding ports.
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide"
}
MessageDialog {
id: noHwDecoderDialog
modality:Qt.WindowModal
icon: StandardIcon.Warning
standardButtons: StandardButton.Ok | StandardButton.Help
text: "No functioning hardware accelerated H.264 video decoder was detected by Moonlight. " +
"Your streaming performance may be severely degraded in this configuration. " +
"Click the Help button for more information on solving this problem."
onHelp: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems");
}
}
MessageDialog {
id: waylandDialog
modality:Qt.WindowModal
icon: StandardIcon.Warning
standardButtons: StandardButton.Ok | StandardButton.Help
text: "Moonlight does not support hardware acceleration on Wayland. Continuing on Wayland may result in poor streaming performance. " +
"Please switch to an X session for optimal performance."
onHelp: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems");
}
}
MessageDialog {
NavigableMessageDialog {
id: pairDialog
// don't allow edits to the rest of the window while open
modality:Qt.WindowModal
property string pin : "0000"
text:"Please enter " + pin + " on your GameStream PC. This dialog will close when pairing is completed."
standardButtons: StandardButton.Cancel
standardButtons: Dialog.Cancel
onRejected: {
// FIXME: We should interrupt pairing here
}
}
MessageDialog {
NavigableMessageDialog {
id: deletePcDialog
// don't allow edits to the rest of the window while open
modality:Qt.WindowModal
property int pcIndex : -1;
text:"Are you sure you want to remove this PC?"
standardButtons: StandardButton.Yes | StandardButton.No
onYes: {
standardButtons: Dialog.Yes | Dialog.No
function deletePc() {
console.log("deleting PC pairing for PC at index: " + pcIndex)
computerModel.deleteComputer(pcIndex);
}
}
Dialog {
id: addPcDialog
property string label: "Enter the IP address of your GameStream PC"
property string hint: "192.168.1.100"
property alias editText : editTextItem
standardButtons: StandardButton.Ok | StandardButton.Cancel
onVisibleChanged: {
editTextItem.focus = true
editTextItem.selectAll()
}
onAccepted: {
ComputerManager.addNewHost(editText.text, false)
}
ColumnLayout {
Text {
id: addPcDialogLabel
text: addPcDialog.label
}
Rectangle {
implicitWidth: parent.parent.width
height: editTextItem.height
TextInput {
id: editTextItem
inputMethodHints: Qt.ImhPreferUppercase
text: addPcDialog.hint
}
}
}
onAccepted: deletePc()
}
ScrollBar.vertical: ScrollBar {
parent: pcGrid.parent
anchors {
top: pcGrid.top
left: pcGrid.right
bottom: pcGrid.bottom
leftMargin: -10
top: parent.top
right: parent.right
bottom: parent.bottom
}
}
}
+20 -26
View File
@@ -1,6 +1,5 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import QtQuick.Dialogs 1.2
import ComputerManager 1.0
import Session 1.0
@@ -12,13 +11,6 @@ Item {
property string stageText : "Quitting " + appName + "..."
anchors.fill: parent
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
function quitAppCompleted(error)
{
// Display a failed dialog if we got an error
@@ -27,26 +19,32 @@ Item {
errorDialog.open()
}
// Exit this view
stackView.pop()
// If we're supposed to launch another game after this, do so now
if (error === undefined && nextSession !== null) {
var component = Qt.createComponent("StreamSegue.qml")
var segue = component.createObject(stackView, {"appName": nextAppName, "session": nextSession})
stackView.push(segue)
stackView.replace(segue)
}
else {
// Exit this view
stackView.pop()
}
}
onVisibleChanged: {
if (visible) {
// Connect the quit completion signal
ComputerManager.quitAppCompleted.connect(quitAppCompleted)
}
else {
// Disconnect the signal
ComputerManager.quitAppCompleted.disconnect(quitAppCompleted)
}
StackView.onActivated: {
// Hide the toolbar before we start loading
toolBar.visible = false
// Connect the quit completion signal
ComputerManager.quitAppCompleted.connect(quitAppCompleted)
}
StackView.onDeactivating: {
// Show the toolbar again
toolBar.visible = true
// Disconnect the signal
ComputerManager.quitAppCompleted.disconnect(quitAppCompleted)
}
Row {
@@ -65,14 +63,10 @@ Item {
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
color: "white"
}
}
MessageDialog {
ErrorMessageDialog {
id: errorDialog
modality:Qt.WindowModal
icon: StandardIcon.Critical
standardButtons: StandardButton.Ok
}
}
+202 -101
View File
@@ -3,17 +3,36 @@ import QtQuick.Controls 2.2
import StreamingPreferences 1.0
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
import SystemProperties 1.0
ScrollView {
Flickable {
id: settingsPage
objectName: "Settings"
StreamingPreferences {
id: prefs
contentWidth: settingsColumn1.width > settingsColumn2.width ? settingsColumn1.width : settingsColumn2.width
contentHeight: settingsColumn1.height > settingsColumn2.height ? settingsColumn1.height : settingsColumn2.height
ScrollBar.vertical: ScrollBar {
parent: settingsPage.parent
anchors {
top: settingsPage.top
left: settingsPage.right
bottom: settingsPage.bottom
leftMargin: -10
}
}
Component.onDestruction: {
prefs.save()
StackView.onActivated: {
SdlGamepadKeyNavigation.setSettingsMode(true)
}
StackView.onDeactivating: {
SdlGamepadKeyNavigation.setSettingsMode(false)
// Save the prefs so the Session can observe the changes
StreamingPreferences.save()
}
Column {
@@ -37,23 +56,21 @@ ScrollView {
id: resFPStitle
text: qsTr("Resolution and FPS")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
wrapMode: Text.Wrap
}
Label {
width: parent.width
id: resFPSdesc
text: qsTr("Setting values too high for your PC may cause lag, stuttering, or errors.")
text: qsTr("Setting values too high for your PC or network connection may cause lag, stuttering, or errors.")
font.pointSize: 9
wrapMode: Text.Wrap
color: "white"
}
Row {
spacing: 5
ComboBox {
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
// Add native resolutions for all attached displays
@@ -65,10 +82,10 @@ ScrollView {
// Some platforms have different desktop resolutions
// and native resolutions (like macOS with Retina displays)
if (displayResIndex == 0) {
screenRect = prefs.getDesktopResolution(displayIndex)
screenRect = SystemProperties.getDesktopResolution(displayIndex)
}
else {
screenRect = prefs.getNativeResolution(displayIndex)
screenRect = SystemProperties.getNativeResolution(displayIndex)
}
if (screenRect.width === 0) {
@@ -107,8 +124,8 @@ ScrollView {
// load the saved width/height, and iterate through the ComboBox until a match is found
// and set it to that index.
var saved_width = prefs.width
var saved_height = prefs.height
var saved_width = StreamingPreferences.width
var saved_height = StreamingPreferences.height
currentIndex = 0
for (var i = 0; i < resolutionListModel.count; i++) {
var el_width = parseInt(resolutionListModel.get(i).video_width);
@@ -125,7 +142,6 @@ ScrollView {
}
id: resolutionComboBox
width: 200
textRole: "text"
model: ListModel {
id: resolutionListModel
@@ -158,29 +174,30 @@ ScrollView {
var selectedHeight = parseInt(resolutionListModel.get(currentIndex).video_height)
// Only modify the bitrate if the values actually changed
if (prefs.width !== selectedWidth || prefs.height !== selectedHeight) {
prefs.width = selectedWidth
prefs.height = selectedHeight
if (StreamingPreferences.width !== selectedWidth || StreamingPreferences.height !== selectedHeight) {
StreamingPreferences.width = selectedWidth
StreamingPreferences.height = selectedHeight
prefs.bitrateKbps = prefs.getDefaultBitrate(prefs.width, prefs.height, prefs.fps);
slider.value = prefs.bitrateKbps
StreamingPreferences.bitrateKbps = StreamingPreferences.getDefaultBitrate(StreamingPreferences.width,
StreamingPreferences.height,
StreamingPreferences.fps);
slider.value = StreamingPreferences.bitrateKbps
}
}
}
ComboBox {
AutoResizingComboBox {
function createModel() {
var fpsListModel = Qt.createQmlObject('import QtQuick 2.0; ListModel {}', parent, '')
// Get the max supported FPS on this system
var max_fps = prefs.getMaximumStreamingFrameRate();
var max_fps = SystemProperties.maximumStreamingFrameRate
// Default entries
fpsListModel.append({"text": "30 FPS", "video_fps": "30"})
fpsListModel.append({"text": "60 FPS", "video_fps": "60"})
// Add unsupported FPS values that come before the display max FPS
if (prefs.unsupportedFps) {
if (StreamingPreferences.unsupportedFps) {
if (max_fps > 90) {
fpsListModel.append({"text": "90 FPS (Unsupported)", "video_fps": "90"})
}
@@ -192,11 +209,20 @@ ScrollView {
// Use 64 as the cutoff for adding a separate option to
// handle wonky displays that report just over 60 Hz.
if (max_fps > 64) {
fpsListModel.append({"text": max_fps+" FPS", "video_fps": ""+max_fps})
// Mark any FPS value greater than 120 as unsupported
if (StreamingPreferences.unsupportedFps && max_fps > 120) {
fpsListModel.append({"text": max_fps+" FPS (Unsupported)", "video_fps": ""+max_fps})
}
else if (max_fps > 120) {
fpsListModel.append({"text": "120 FPS", "video_fps": "120"})
}
else {
fpsListModel.append({"text": max_fps+" FPS", "video_fps": ""+max_fps})
}
}
// Add unsupported FPS values that come after the display max FPS
if (prefs.unsupportedFps) {
if (StreamingPreferences.unsupportedFps) {
if (max_fps < 90) {
fpsListModel.append({"text": "90 FPS (Unsupported)", "video_fps": "90"})
}
@@ -211,7 +237,7 @@ ScrollView {
function reinitialize() {
model = createModel()
var saved_fps = prefs.fps
var saved_fps = StreamingPreferences.fps
currentIndex = 0
for (var i = 0; i < model.count; i++) {
var el_fps = parseInt(model.get(i).video_fps);
@@ -233,17 +259,18 @@ ScrollView {
id: fpsComboBox
textRole: "text"
width: 250
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
var selectedFps = parseInt(model.get(currentIndex).video_fps)
// Only modify the bitrate if the values actually changed
if (prefs.fps !== selectedFps) {
prefs.fps = selectedFps
if (StreamingPreferences.fps !== selectedFps) {
StreamingPreferences.fps = selectedFps
prefs.bitrateKbps = prefs.getDefaultBitrate(prefs.width, prefs.height, prefs.fps);
slider.value = prefs.bitrateKbps
StreamingPreferences.bitrateKbps = StreamingPreferences.getDefaultBitrate(StreamingPreferences.width,
StreamingPreferences.height,
StreamingPreferences.fps);
slider.value = StreamingPreferences.bitrateKbps
}
}
}
@@ -255,23 +282,20 @@ ScrollView {
text: qsTr("Video bitrate: ")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
Label {
width: parent.width
id: bitrateDesc
text: qsTr("Lower bitrate to reduce lag and stuttering. Raise bitrate to increase image quality.")
text: qsTr("Lower the bitrate on slower connections. Raise the bitrate to increase image quality.")
font.pointSize: 9
wrapMode: Text.Wrap
color: "white"
}
Slider {
id: slider
wheelEnabled: true
value: prefs.bitrateKbps
value: StreamingPreferences.bitrateKbps
stepSize: 500
from : 500
@@ -282,7 +306,7 @@ ScrollView {
onValueChanged: {
bitrateTitle.text = "Video bitrate: " + (value / 1000.0) + " Mbps"
prefs.bitrateKbps = value
StreamingPreferences.bitrateKbps = value
}
}
@@ -292,13 +316,12 @@ ScrollView {
text: qsTr("Display mode")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
ComboBox {
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
var savedWm = prefs.windowMode
var savedWm = StreamingPreferences.windowMode
currentIndex = 0
for (var i = 0; i < windowModeListModel.count; i++) {
var thisWm = windowModeListModel.get(i).val;
@@ -311,7 +334,7 @@ ScrollView {
}
id: windowModeComboBox
width: Math.min(bitrateDesc.implicitWidth, parent.width)
hoverEnabled: true
textRole: "text"
model: ListModel {
id: windowModeListModel
@@ -329,18 +352,45 @@ ScrollView {
}
}
onActivated: {
prefs.windowMode = windowModeListModel.get(currentIndex).val
StreamingPreferences.windowMode = windowModeListModel.get(currentIndex).val
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "Full-screen generally provides the best performance, but borderless windowed may work better with features like macOS Spaces, Alt+Tab, screenshot tools, on-screen overlays, etc."
}
CheckBox {
id: vsyncCheck
text: "<font color=\"white\">Enable V-Sync</font>"
hoverEnabled: true
text: "V-Sync"
font.pointSize: 12
checked: prefs.enableVsync
checked: StreamingPreferences.enableVsync
onCheckedChanged: {
prefs.enableVsync = checked
StreamingPreferences.enableVsync = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "Disabling V-Sync allows sub-frame rendering latency, but it can display visible tearing"
}
CheckBox {
id: framePacingCheck
hoverEnabled: true
text: "Frame pacing"
font.pointSize: 12
enabled: StreamingPreferences.enableVsync
checked: StreamingPreferences.enableVsync && StreamingPreferences.framePacing
onCheckedChanged: {
StreamingPreferences.framePacing = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "Frame pacing reduces micro-stutter by delaying frames that come in too early"
}
}
}
@@ -363,13 +413,12 @@ ScrollView {
text: qsTr("Audio configuration")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
ComboBox {
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
var saved_audio = prefs.audioConfig
var saved_audio = StreamingPreferences.audioConfig
currentIndex = 0
for (var i = 0; i < audioListModel.count; i++) {
var el_audio = audioListModel.get(i).val;
@@ -382,31 +431,59 @@ ScrollView {
}
id: audioComboBox
width: Math.min(bitrateDesc.implicitWidth, parent.width)
textRole: "text"
model: ListModel {
id: audioListModel
ListElement {
text: "Autodetect"
val: StreamingPreferences.AC_AUTO
}
ListElement {
text: "Stereo"
val: StreamingPreferences.AC_FORCE_STEREO
val: StreamingPreferences.AC_STEREO
}
ListElement {
text: "5.1 surround sound"
val: StreamingPreferences.AC_FORCE_SURROUND
val: StreamingPreferences.AC_51_SURROUND
}
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
prefs.audioConfig = audioListModel.get(currentIndex).val
StreamingPreferences.audioConfig = audioListModel.get(currentIndex).val
}
}
}
}
GroupBox {
id: uiSettingsGroupBox
width: (parent.width - 2 * parent.padding)
padding: 12
title: "<font color=\"skyblue\">UI Settings</font>"
font.pointSize: 12
Column {
anchors.fill: parent
spacing: 5
CheckBox {
id: startMaximizedCheck
text: "Maximize Moonlight window on startup"
font.pointSize: 12
checked: !StreamingPreferences.startWindowed
onCheckedChanged: {
StreamingPreferences.startWindowed = !checked
}
}
CheckBox {
id: connectionWarningsCheck
text: "Show connection quality warnings"
font.pointSize: 12
checked: StreamingPreferences.connectionWarnings
onCheckedChanged: {
StreamingPreferences.connectionWarnings = checked
}
}
}
}
}
Column {
@@ -422,28 +499,40 @@ ScrollView {
title: "<font color=\"skyblue\">Input Settings</font>"
font.pointSize: 12
Row {
Column {
anchors.fill: parent
spacing: 5
CheckBox {
id: multiControllerCheck
text: "<font color=\"white\">Multiple controller support</font>"
id: singleControllerCheck
text: "Force gamepad #1 always present"
font.pointSize: 12
checked: prefs.multiController
checked: !StreamingPreferences.multiController
onCheckedChanged: {
prefs.multiController = checked
StreamingPreferences.multiController = !checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "Forces a single gamepad to always stay connected to the host, even if no gamepads are actually connected to this PC.\n" +
"Only enable this option when streaming a game that doesn't support gamepads being connected after startup."
}
CheckBox {
id: mouseAccelerationCheck
text: "<font color=\"white\">Enable mouse acceleration</font>"
id: rawInputCheck
hoverEnabled: true
text: "Raw mouse input"
font.pointSize: 12
checked: prefs.mouseAcceleration
checked: !StreamingPreferences.mouseAcceleration
onCheckedChanged: {
prefs.mouseAcceleration = checked
StreamingPreferences.mouseAcceleration = !checked
}
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "When checked, mouse input is not accelerated or scaled by the OS before passing to Moonlight"
}
}
}
@@ -455,29 +544,27 @@ ScrollView {
title: "<font color=\"skyblue\">Host Settings</font>"
font.pointSize: 12
Row {
Column {
anchors.fill: parent
spacing: 5
CheckBox {
id: optimizeGameSettingsCheck
text: "<font color=\"white\">Optimize game settings</font>"
// HACK: Match width of the other checkbox to make the UI not look bad
width: multiControllerCheck.width
text: "Optimize game settings"
font.pointSize: 12
checked: prefs.gameOptimizations
checked: StreamingPreferences.gameOptimizations
onCheckedChanged: {
prefs.gameOptimizations = checked
StreamingPreferences.gameOptimizations = checked
}
}
CheckBox {
id: audioPcCheck
text: "<font color=\"white\">Play audio on host PC</font>"
text: "Play audio on host PC"
font.pointSize: 12
checked: prefs.playAudioOnHost
checked: StreamingPreferences.playAudioOnHost
onCheckedChanged: {
prefs.playAudioOnHost = checked
StreamingPreferences.playAudioOnHost = checked
}
}
}
@@ -500,13 +587,12 @@ ScrollView {
text: qsTr("Video decoder")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
ComboBox {
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
var saved_vds = prefs.videoDecoderSelection
var saved_vds = StreamingPreferences.videoDecoderSelection
currentIndex = 0
for (var i = 0; i < decoderListModel.count; i++) {
var el_vds = decoderListModel.get(i).val;
@@ -519,7 +605,6 @@ ScrollView {
}
id: decoderComboBox
width: Math.min(bitrateDesc.implicitWidth, parent.width)
textRole: "text"
model: ListModel {
id: decoderListModel
@@ -538,7 +623,7 @@ ScrollView {
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
prefs.videoDecoderSelection = decoderListModel.get(currentIndex).val
StreamingPreferences.videoDecoderSelection = decoderListModel.get(currentIndex).val
}
}
@@ -548,13 +633,12 @@ ScrollView {
text: qsTr("Video codec")
font.pointSize: 12
wrapMode: Text.Wrap
color: "white"
}
ComboBox {
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
Component.onCompleted: {
var saved_vcc = prefs.videoCodecConfig
var saved_vcc = StreamingPreferences.videoCodecConfig
currentIndex = 0
for(var i = 0; i < codecListModel.count; i++) {
var el_vcc = codecListModel.get(i).val;
@@ -567,7 +651,6 @@ ScrollView {
}
id: codecComboBox
width: Math.min(bitrateDesc.implicitWidth, parent.width)
textRole: "text"
model: ListModel {
id: codecListModel
@@ -593,43 +676,61 @@ ScrollView {
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
prefs.videoCodecConfig = codecListModel.get(currentIndex).val
StreamingPreferences.videoCodecConfig = codecListModel.get(currentIndex).val
}
}
CheckBox {
id: unlockUnsupportedFps
text: "<font color=\"white\">Unlock unsupported FPS options</font>"
text: "Unlock unsupported FPS options"
font.pointSize: 12
checked: prefs.unsupportedFps
checked: StreamingPreferences.unsupportedFps
onCheckedChanged: {
prefs.unsupportedFps = checked
// This is called on init, so only do the work if we've
// actually changed the value.
if (StreamingPreferences.unsupportedFps != checked) {
StreamingPreferences.unsupportedFps = checked
// The selectable FPS values depend on whether
// this option is enabled or not
fpsComboBox.reinitialize()
// The selectable FPS values depend on whether
// this option is enabled or not
fpsComboBox.reinitialize()
}
}
}
CheckBox {
id: enableMdns
text: "<font color=\"white\">Automatically find PCs on the local network (Recommended)</font>"
text: "Automatically find PCs on the local network (Recommended)"
font.pointSize: 12
checked: prefs.enableMdns
checked: StreamingPreferences.enableMdns
onCheckedChanged: {
prefs.enableMdns = checked
// This is called on init, so only do the work if we've
// actually changed the value.
if (StreamingPreferences.enableMdns != checked) {
StreamingPreferences.enableMdns = checked
// We must save the updated preference to ensure
// ComputerManager can observe the change internally.
prefs.save()
// We must save the updated preference to ensure
// ComputerManager can observe the change internally.
StreamingPreferences.save()
// Restart polling so the mDNS change takes effect
if (window.pollingActive) {
ComputerManager.stopPollingAsync()
ComputerManager.startPolling()
// Restart polling so the mDNS change takes effect
if (window.pollingActive) {
ComputerManager.stopPollingAsync()
ComputerManager.startPolling()
}
}
}
}
CheckBox {
id: quitAppAfter
text: "Quit app after quitting session"
font.pointSize: 12
checked: StreamingPreferences.quitAppAfter
onCheckedChanged: {
StreamingPreferences.quitAppAfter = checked
}
}
}
}
}
+93 -37
View File
@@ -1,21 +1,15 @@
import QtQuick 2.0
import QtQuick.Controls 2.2
import QtQuick.Dialogs 1.2
import QtQuick.Window 2.2
import SdlGamepadKeyNavigation 1.0
import Session 1.0
Item {
property Session session
property string appName
property string stageText : "Starting " + appName + "..."
anchors.fill: parent
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
property bool quitAfter : false
function stageStarting(stage)
{
@@ -25,8 +19,8 @@ Item {
function stageFailed(stage, errorCode)
{
// Display the error dialog after Session::exec() returns
errorDialog.text = "Starting " + stage + " failed: Error " + errorCode
errorDialog.open()
}
function connectionStarted()
@@ -35,6 +29,7 @@ Item {
// see them briefly when we pop off the StackView
stageSpinner.visible = false
stageLabel.visible = false
hintText.visible = false
// Hide the window now that streaming has begun
window.visible = false
@@ -42,8 +37,8 @@ Item {
function displayLaunchError(text)
{
// Display the error dialog after Session::exec() returns
errorDialog.text = text
errorDialog.open()
}
function displayLaunchWarning(text)
@@ -51,37 +46,100 @@ Item {
// This toast appears for 3 seconds, just shorter than how long
// Session will wait for it to be displayed. This gives it time
// to transition to invisible before continuing.
var toast = Qt.createQmlObject('import QtQuick.Controls 2.3; ToolTip {}', parent, '')
var toast = Qt.createQmlObject('import QtQuick.Controls 2.2; ToolTip {}', parent, '')
toast.text = text
toast.timeout = 3000
toast.visible = true
}
onVisibleChanged: {
if (visible) {
// Hide the toolbar before we start loading
toolBar.visible = false
function quitStarting()
{
// Avoid the push transition animation
var component = Qt.createComponent("QuitSegue.qml")
stackView.replace(stackView.currentItem, component.createObject(stackView, {"appName": appName}), StackView.Immediate)
// Hook up our signals
session.stageStarting.connect(stageStarting)
session.stageFailed.connect(stageFailed)
session.connectionStarted.connect(connectionStarted)
session.displayLaunchError.connect(displayLaunchError)
session.displayLaunchWarning.connect(displayLaunchWarning)
// Show the Qt window again to show quit segue
window.visible = true
}
// Run the streaming session to completion
session.exec(Screen.virtualX, Screen.virtualY)
function sessionFinished()
{
// Enable GUI gamepad usage now
SdlGamepadKeyNavigation.enable()
if (quitAfter) {
if (errorDialog.text) {
// Quit when the error dialog is acknowledged
errorDialog.open()
}
else {
// Quit immediately
Qt.quit()
}
} else {
// Exit this view
stackView.pop()
// Show the Qt window again after streaming
window.visible = true
// Exit this view
stackView.pop()
// Display any launch errors. We do this after
// the Qt UI is visible again to prevent losing
// focus on the dialog which would impact gamepad
// users.
if (errorDialog.text) {
errorDialog.open()
}
}
else {
// Show the toolbar again when we become hidden
toolBar.visible = true
}
StackView.onDeactivating: {
// Show the toolbar again when popped off the stack
toolBar.visible = true
// Enable GUI gamepad usage now
SdlGamepadKeyNavigation.enable()
}
StackView.onActivated: {
// Hide the toolbar before we start loading
toolBar.visible = false
// Hook up our signals
session.stageStarting.connect(stageStarting)
session.stageFailed.connect(stageFailed)
session.connectionStarted.connect(connectionStarted)
session.displayLaunchError.connect(displayLaunchError)
session.displayLaunchWarning.connect(displayLaunchWarning)
session.quitStarting.connect(quitStarting)
session.sessionFinished.connect(sessionFinished)
// Kick off the stream
streamLoader.active = true
}
Loader {
id: streamLoader
active: false
asynchronous: true
onLoaded: {
// Set the hint text. We do this here rather than
// in the hintText control itself to synchronize
// with Session.exec() which requires no concurrent
// gamepad usage.
hintText.text = SdlGamepadKeyNavigation.getConnectedGamepads() > 0 ?
"Tip: Press Start+Select+L1+R1 to disconnect your session" :
"Tip: Press Ctrl+Alt+Shift+Q to disconnect your session"
// Stop GUI gamepad usage now
SdlGamepadKeyNavigation.disable()
// Run the streaming session to completion
session.exec(Screen.virtualX, Screen.virtualY)
}
sourceComponent: Item {}
}
Row {
@@ -100,12 +158,11 @@ Item {
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
color: "white"
}
}
Label {
text: "Tip: Press Ctrl+Alt+Shift+Q to disconnect your session"
id: hintText
anchors.bottom: parent.bottom
anchors.bottomMargin: 50
anchors.horizontalCenter: parent.horizontalCenter
@@ -113,16 +170,15 @@ Item {
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
color: "white"
}
MessageDialog {
ErrorMessageDialog {
id: errorDialog
modality:Qt.WindowModal
icon: StandardIcon.Critical
standardButtons: StandardButton.Ok | StandardButton.Help
onHelp: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Troubleshooting");
onClosed: {
if (quitAfter) {
Qt.quit()
}
}
}
}
+1 -1
View File
@@ -2,7 +2,7 @@
#include "backend/boxartmanager.h"
#include "backend/computermanager.h"
#include "streaming/session.hpp"
#include "streaming/session.h"
#include <QAbstractListModel>
+1 -17
View File
@@ -22,18 +22,6 @@ QVariant ComputerModel::data(const QModelIndex& index, int role) const
return QVariant();
}
if (index.row() == m_Computers.count()) {
// We insert a synthetic item at the end for the Add PC option
switch (role) {
case NameRole:
return "Add PC";
case AddPcRole:
return true;
default:
return QVariant();
}
}
Q_ASSERT(index.row() < m_Computers.count());
NvComputer* computer = m_Computers[index.row()];
@@ -50,8 +38,6 @@ QVariant ComputerModel::data(const QModelIndex& index, int role) const
return computer->currentGameId != 0;
case WakeableRole:
return !computer->macAddress.isEmpty();
case AddPcRole:
return false;
case StatusUnknownRole:
return computer->state == NvComputer::CS_UNKNOWN;
default:
@@ -67,8 +53,7 @@ int ComputerModel::rowCount(const QModelIndex& parent) const
return 0;
}
// Add PC placeholder counts as 1
return m_Computers.count() + 1;
return m_Computers.count();
}
QHash<int, QByteArray> ComputerModel::roleNames() const
@@ -79,7 +64,6 @@ QHash<int, QByteArray> ComputerModel::roleNames() const
names[OnlineRole] = "online";
names[PairedRole] = "paired";
names[BusyRole] = "busy";
names[AddPcRole] = "addPc";
names[WakeableRole] = "wakeable";
names[StatusUnknownRole] = "statusUnknown";
+2 -3
View File
@@ -1,5 +1,5 @@
#include "backend/computermanager.h"
#include "streaming/session.hpp"
#include "streaming/session.h"
#include <QAbstractListModel>
@@ -14,8 +14,7 @@ class ComputerModel : public QAbstractListModel
PairedRole,
BusyRole,
WakeableRole,
StatusUnknownRole,
AddPcRole
StatusUnknownRole
};
public:
+288 -29
View File
@@ -3,10 +3,11 @@ import QtQuick.Controls 2.2
import QtQuick.Layouts 1.3
import QtQuick.Window 2.2
import QtQuick.Controls.Material 2.1
import ComputerManager 1.0
import AutoUpdateChecker 1.0
import StreamingPreferences 1.0
import SystemProperties 1.0
import SdlGamepadKeyNavigation 1.0
ApplicationWindow {
property bool pollingActive: false
@@ -16,30 +17,141 @@ ApplicationWindow {
width: 1280
height: 600
Material.theme: Material.Dark
Material.accent: Material.Purple
visibility: StreamingPreferences.startWindowed ? "Windowed" : "Maximized"
Component.onCompleted: {
SdlGamepadKeyNavigation.enable()
}
StackView {
id: stackView
initialItem: "PcView.qml"
initialItem: initialView
anchors.fill: parent
focus: true
onCurrentItemChanged: {
// Ensure focus travels to the next view when going back
if (currentItem) {
currentItem.forceActiveFocus()
}
}
Keys.onEscapePressed: {
if (depth > 1) {
stackView.pop()
}
else {
quitConfirmationDialog.open()
}
}
Keys.onBackPressed: {
if (depth > 1) {
stackView.pop()
}
else {
quitConfirmationDialog.open()
}
}
Keys.onMenuPressed: {
settingsButton.clicked()
}
// This is a keypress we've reserved for letting the
// SdlGamepadKeyNavigation object tell us to show settings
// when Menu is consumed by a focused control.
Keys.onHangupPressed: {
settingsButton.clicked()
}
}
onVisibilityChanged: {
// We don't want to just use 'active' here because that will stop polling if
// we lose focus, which might be overzealous for users with multiple screens
// where we may be clearly visible on the other display. Ideally we'll poll
// only if the window is visible to the user (not if obscured by other windows),
// but it seems difficult to do this portably.
var shouldPoll = visibility !== Window.Minimized && visibility !== Window.Hidden
if (shouldPoll && !pollingActive) {
ComputerManager.startPolling()
pollingActive = true
// This timer keeps us polling for 5 minutes of inactivity
// to allow the user to work with Moonlight on a second display
// while dealing with configuration issues. This will ensure
// machines come online even if the input focus isn't on Moonlight.
Timer {
id: inactivityTimer
interval: 5 * 60000
onTriggered: {
if (!active && pollingActive) {
ComputerManager.stopPollingAsync()
pollingActive = false
}
}
else if (!shouldPoll && pollingActive) {
ComputerManager.stopPollingAsync()
pollingActive = false
}
onVisibleChanged: {
// When we become invisible while streaming is going on,
// stop polling immediately.
if (!visible) {
inactivityTimer.stop()
if (pollingActive) {
ComputerManager.stopPollingAsync()
pollingActive = false
}
}
else if (active) {
// When we become visible and active again, start polling
inactivityTimer.stop()
// Restart polling if it was stopped
if (!pollingActive) {
ComputerManager.startPolling()
pollingActive = true
}
}
}
onActiveChanged: {
if (active) {
// Stop the inactivity timer
inactivityTimer.stop()
// Restart polling if it was stopped
if (!pollingActive) {
ComputerManager.startPolling()
pollingActive = true
}
}
else {
// Start the inactivity timer to stop polling
// if focus does not return within a few minutes.
inactivityTimer.restart()
}
}
property bool initialized: false
// BUG: Using onAfterSynchronizing: here causes very strange
// failures on Linux. Many shaders fail to compile and we
// eventually segfault deep inside the Qt OpenGL code.
onAfterRendering: {
// We use this callback to trigger dialog display because
// it only happens once the window is fully constructed.
// Doing it earlier can lead to the dialog appearing behind
// the window or otherwise without input focus.
if (!initialized) {
// Set initialized before calling anything else, because
// pumping the event loop can cause us to get another
// onAfterRendering call and potentially reenter this code.
initialized = true;
if (SystemProperties.isRunningWayland) {
waylandDialog.open()
}
else if (SystemProperties.isWow64) {
wow64Dialog.open()
}
else if (!SystemProperties.hasHardwareAcceleration) {
noHwDecoderDialog.open()
}
if (SystemProperties.unmappedGamepads) {
unmappedGamepadDialog.unmappedGamepads = SystemProperties.unmappedGamepads
unmappedGamepadDialog.open()
}
}
}
@@ -68,7 +180,7 @@ ApplicationWindow {
spacing: 20
anchors.fill: parent
ToolButton {
NavigableToolButton {
// Only make the button visible if the user has navigated somewhere.
visible: stackView.depth > 1
@@ -85,6 +197,10 @@ ApplicationWindow {
}
onClicked: stackView.pop()
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
}
Label {
@@ -97,7 +213,40 @@ ApplicationWindow {
Layout.fillWidth: true
}
ToolButton {
NavigableToolButton {
id: addPcButton
visible: stackView.currentItem.objectName === "Computers"
Image {
source: "qrc:/res/ic_add_to_queue_white_48px.svg"
anchors.centerIn: parent
sourceSize {
width: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
height: toolBar.height - toolBar.anchors.bottomMargin - toolBar.anchors.topMargin
}
}
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Add PC manually" + (newPcShortcut.nativeText ? (" ("+newPcShortcut.nativeText+")") : "")
Shortcut {
id: newPcShortcut
sequence: StandardKey.New
onActivated: addPcButton.clicked()
}
onClicked: {
addPcDialog.open()
}
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
}
NavigableToolButton {
property string browserUrl: ""
id: updateButton
@@ -114,7 +263,6 @@ ApplicationWindow {
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Update available for Moonlight"
// Invisible until we get a callback notifying us that
// an update is available
@@ -122,9 +270,9 @@ ApplicationWindow {
onClicked: Qt.openUrlExternally(browserUrl);
function updateAvailable(url)
function updateAvailable(version, url)
{
ToolTip.text = "Update available for Moonlight: Version " + version
updateButton.browserUrl = url
updateButton.visible = true
}
@@ -133,9 +281,16 @@ ApplicationWindow {
AutoUpdateChecker.onUpdateAvailable.connect(updateAvailable)
AutoUpdateChecker.start()
}
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
}
ToolButton {
NavigableToolButton {
id: helpButton
visible: SystemProperties.hasBrowser
Image {
source: "qrc:/res/question_mark.svg"
anchors.centerIn: parent
@@ -148,13 +303,23 @@ ApplicationWindow {
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Help"
ToolTip.text: "Help" + (helpShortcut.nativeText ? (" ("+helpShortcut.nativeText+")") : "")
Shortcut {
id: helpShortcut
sequence: StandardKey.HelpContents
onActivated: helpButton.clicked()
}
// TODO need to make sure browser is brought to foreground.
onClicked: Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide");
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
}
ToolButton {
NavigableToolButton {
// TODO: Implement gamepad mapping then unhide this button
visible: false
@@ -173,9 +338,15 @@ ApplicationWindow {
}
onClicked: navigateTo("qrc:/gui/GamepadMapper.qml", "Gamepad Mapping")
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
}
ToolButton {
NavigableToolButton {
id: settingsButton
Image {
source: "qrc:/res/settings.svg"
anchors.centerIn: parent
@@ -187,10 +358,98 @@ ApplicationWindow {
onClicked: navigateTo("qrc:/gui/SettingsView.qml", "Settings")
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
Shortcut {
id: settingsShortcut
sequence: StandardKey.Preferences
onActivated: settingsButton.clicked()
}
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Settings"
ToolTip.text: "Settings" + (settingsShortcut.nativeText ? (" ("+settingsShortcut.nativeText+")") : "")
}
}
}
ErrorMessageDialog {
id: noHwDecoderDialog
text: "No functioning hardware accelerated H.264 video decoder was detected by Moonlight. " +
"Your streaming performance may be severely degraded in this configuration."
helpText: "Click the Help button for more information on solving this problem."
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"
}
ErrorMessageDialog {
id: waylandDialog
text: "Moonlight does not support hardware acceleration on Wayland. Continuing on Wayland may result in poor streaming performance. " +
"Please switch to an X session for optimal performance."
helpText: "Click the Help button for more information."
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Fixing-Hardware-Decoding-Problems"
}
NavigableMessageDialog {
id: wow64Dialog
standardButtons: Dialog.Ok | Dialog.Cancel
text: "This PC is running a 64-bit version of Windows. Please download the x64 version of Moonlight for the best streaming performance."
onAccepted: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-qt/releases");
}
}
ErrorMessageDialog {
id: unmappedGamepadDialog
property string unmappedGamepads : ""
text: "Moonlight detected gamepads without a mapping:\n" + unmappedGamepads
helpTextSeparator: "\n\n"
helpText: "Click the Help button for information on how to map your gamepads."
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Gamepad-Mapping"
}
// This dialog appears when quitting via keyboard or gamepad button
NavigableMessageDialog {
id: quitConfirmationDialog
standardButtons: Dialog.Yes | Dialog.No
text: "Are you sure you want to quit?"
// For keyboard/gamepad navigation
onAccepted: Qt.quit()
}
NavigableDialog {
id: addPcDialog
property string label: "Enter the IP address of your GameStream PC:"
standardButtons: Dialog.Ok | Dialog.Cancel
onOpened: {
// Force keyboard focus on the textbox so keyboard navigation works
editText.forceActiveFocus()
}
onAccepted: {
if (editText.text) {
ComputerManager.addNewHost(editText.text, false)
}
}
ColumnLayout {
Label {
text: addPcDialog.label
font.bold: true
}
TextField {
id: editText
Layout.fillWidth: true
focus: true
Keys.onReturnPressed: {
addPcDialog.accept()
}
}
}
}
+266
View File
@@ -0,0 +1,266 @@
#include "sdlgamepadkeynavigation.h"
#include <QKeyEvent>
#include <QGuiApplication>
#include <QWindow>
#include "settings/mappingmanager.h"
#define AXIS_NAVIGATION_REPEAT_DELAY 150
SdlGamepadKeyNavigation::SdlGamepadKeyNavigation()
: m_Enabled(false),
m_SettingsMode(false),
m_LastAxisNavigationEventTime(0)
{
m_PollingTimer = new QTimer(this);
connect(m_PollingTimer, SIGNAL(timeout()), this, SLOT(onPollingTimerFired()));
}
SdlGamepadKeyNavigation::~SdlGamepadKeyNavigation()
{
disable();
}
void SdlGamepadKeyNavigation::enable()
{
if (m_Enabled) {
return;
}
// We have to initialize and uninitialize this in enable()/disable()
// because we need to get out of the way of the Session class. If it
// doesn't get to reinitialize the GC subsystem, it won't get initial
// arrival events. Additionally, there's a race condition between
// our QML objects being destroyed and SDL being deinitialized that
// this solves too.
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
SDL_GetError());
return;
}
MappingManager mappingManager;
mappingManager.applyMappings();
// Drop all pending gamepad add events. SDL will generate these for us
// on first init of the GC subsystem. We can't depend on them due to
// overlapping lifetimes of SdlGamepadKeyNavigation instances, so we
// will attach ourselves.
SDL_PumpEvents();
SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
// Open all currently attached game controllers
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
SDL_GameController* gc = SDL_GameControllerOpen(i);
if (gc != nullptr) {
m_Gamepads.append(gc);
}
}
}
// Poll every 50 ms for a new joystick event
m_PollingTimer->start(50);
m_Enabled = true;
}
void SdlGamepadKeyNavigation::disable()
{
if (!m_Enabled) {
return;
}
m_PollingTimer->stop();
while (!m_Gamepads.isEmpty()) {
SDL_GameControllerClose(m_Gamepads[0]);
m_Gamepads.removeAt(0);
}
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
m_Enabled = false;
}
void SdlGamepadKeyNavigation::onPollingTimerFired()
{
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
// SDL may send us a quit event since we initialize
// the video subsystem on startup. If we get one,
// forward it on for Qt to take care of.
QCoreApplication::instance()->quit();
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
QEvent::Type type =
event.type == SDL_CONTROLLERBUTTONDOWN ?
QEvent::Type::KeyPress : QEvent::Type::KeyRelease;
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_DPAD_UP:
if (m_SettingsMode) {
// Back-tab
sendKey(type, Qt::Key_Tab, Qt::ShiftModifier);
}
else {
sendKey(type, Qt::Key_Up);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
if (m_SettingsMode) {
sendKey(type, Qt::Key_Tab);
}
else {
sendKey(type, Qt::Key_Down);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
sendKey(type, Qt::Key_Left);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(type, Qt::Key_Up);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
sendKey(type, Qt::Key_Right);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(type, Qt::Key_Down);
}
break;
case SDL_CONTROLLER_BUTTON_A:
if (m_SettingsMode) {
sendKey(type, Qt::Key_Space);
}
else {
sendKey(type, Qt::Key_Return);
}
break;
case SDL_CONTROLLER_BUTTON_B:
sendKey(type, Qt::Key_Escape);
break;
case SDL_CONTROLLER_BUTTON_X:
sendKey(type, Qt::Key_Menu);
break;
case SDL_CONTROLLER_BUTTON_Y:
case SDL_CONTROLLER_BUTTON_START:
// HACK: We use this keycode to inform main.qml
// to show the settings when Key_Menu is handled
// by the control in focus.
sendKey(type, Qt::Key_Hangup);
break;
default:
break;
}
break;
}
case SDL_CONTROLLERDEVICEADDED:
SDL_GameController* gc = SDL_GameControllerOpen(event.cdevice.which);
if (gc != nullptr) {
m_Gamepads.append(gc);
}
break;
}
}
// Handle analog sticks by polling
for (auto gc : m_Gamepads) {
short leftX = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_LEFTX);
short leftY = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_LEFTY);
if (SDL_GetTicks() - m_LastAxisNavigationEventTime < AXIS_NAVIGATION_REPEAT_DELAY) {
// Do nothing
}
else if (leftY < -30000) {
if (m_SettingsMode) {
// Back-tab
sendKey(QEvent::Type::KeyPress, Qt::Key_Tab, Qt::ShiftModifier);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Tab, Qt::ShiftModifier);
}
else {
sendKey(QEvent::Type::KeyPress, Qt::Key_Up);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Up);
}
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
else if (leftY > 30000) {
if (m_SettingsMode) {
sendKey(QEvent::Type::KeyPress, Qt::Key_Tab);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Tab);
}
else {
sendKey(QEvent::Type::KeyPress, Qt::Key_Down);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Down);
}
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
else if (leftX < -30000) {
sendKey(QEvent::Type::KeyPress, Qt::Key_Left);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Left);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(QEvent::Type::KeyPress, Qt::Key_Up);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Up);
}
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
else if (leftX > 30000) {
sendKey(QEvent::Type::KeyPress, Qt::Key_Right);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Right);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(QEvent::Type::KeyPress, Qt::Key_Down);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Down);
}
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
}
}
void SdlGamepadKeyNavigation::sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers)
{
QGuiApplication* app = static_cast<QGuiApplication*>(QGuiApplication::instance());
QWindow* focusWindow = app->focusWindow();
if (focusWindow != nullptr) {
QKeyEvent keyPressEvent(type, key, modifiers);
app->sendEvent(focusWindow, &keyPressEvent);
}
}
void SdlGamepadKeyNavigation::setSettingsMode(bool settingsMode)
{
m_SettingsMode = settingsMode;
}
int SdlGamepadKeyNavigation::getConnectedGamepads()
{
Q_ASSERT(m_Enabled);
int count = 0;
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
count++;
}
}
return count;
}
+37
View File
@@ -0,0 +1,37 @@
#pragma once
#include <QTimer>
#include <QEvent>
#include <SDL.h>
class SdlGamepadKeyNavigation : public QObject
{
Q_OBJECT
public:
SdlGamepadKeyNavigation();
~SdlGamepadKeyNavigation();
Q_INVOKABLE void enable();
Q_INVOKABLE void disable();
Q_INVOKABLE void setSettingsMode(bool settingsMode);
Q_INVOKABLE int getConnectedGamepads();
private:
void sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers = Qt::NoModifier);
private slots:
void onPollingTimerFired();
private:
QTimer* m_PollingTimer;
QList<SDL_GameController*> m_Gamepads;
bool m_Enabled;
bool m_SettingsMode;
Uint32 m_LastAxisNavigationEventTime;
};
+165 -22
View File
@@ -1,9 +1,14 @@
#include <QGuiApplication>
#include <QQmlApplicationEngine>
#include <QQmlContext>
#include <QIcon>
#include <QQuickStyle>
#include <QMutex>
#include <QtDebug>
#include <QNetworkProxyFactory>
#include <QPalette>
#include <QFont>
#include <QCursor>
// Don't let SDL hook our main function, since Qt is already
// doing the same thing. This needs to be before any headers
@@ -15,12 +20,21 @@
#include "streaming/video/ffmpeg.h"
#endif
#ifdef Q_OS_WIN32
#include "antihookingprotection.h"
#endif
#include "cli/quitstream.h"
#include "cli/startstream.h"
#include "cli/commandlineparser.h"
#include "path.h"
#include "gui/computermodel.h"
#include "gui/appmodel.h"
#include "backend/autoupdatechecker.h"
#include "streaming/session.hpp"
#include "backend/systemproperties.h"
#include "streaming/session.h"
#include "settings/streamingpreferences.h"
#include "gui/sdlgamepadkeynavigation.h"
#if !defined(QT_DEBUG) && defined(Q_OS_WIN32)
// Log to file for release Windows builds
@@ -213,6 +227,11 @@ LONG WINAPI UnhandledExceptionHandler(struct _EXCEPTION_POINTERS *ExceptionInfo)
int main(int argc, char *argv[])
{
SDL_SetMainReady();
// Set the app version for the QCommandLineParser's showVersion() command
QCoreApplication::setApplicationVersion(VERSION_STR);
// Set these here to allow us to use the default QSettings constructor.
// These also ensure that our cache directory is named correctly. As such,
// it is critical that these be called before Path::initialize().
@@ -259,29 +278,91 @@ int main(int argc, char *argv[])
SetUnhandledExceptionFilter(UnhandledExceptionHandler);
#endif
#ifdef Q_OS_WIN32
// Force AntiHooking.dll to be statically imported and loaded
// by ntdll by calling a dummy function.
AntiHookingDummyImport();
#endif
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
// This avoids using the default keychain for SSL, which may cause
// password prompts on macOS.
qputenv("QT_SSL_USE_TEMPORARY_KEYCHAIN", QByteArray("1"));
qputenv("QT_SSL_USE_TEMPORARY_KEYCHAIN", "1");
#ifdef Q_OS_WIN32
// On Windows, use ANGLE so we don't have to load both DX and OGL
// user-mode drivers into our app.
qputenv("QT_OPENGL", "angle");
// The debug build of ANGLE on Qt 5.12.2 triggers all sorts of asserts
// even simply creating an empty Qt Quick window and then trying to close
// the program. Avoid using ANGLE for debug builds until the issue is fixed.
#if defined(Q_OS_WIN32) && !defined(QT_DEBUG)
if (!qEnvironmentVariableIsSet("QT_OPENGL")) {
// On Windows, use ANGLE so we don't have to load OpenGL
// user-mode drivers into our app. OGL drivers (especially Intel)
// seem to crash Moonlight far more often than DirectX.
qputenv("QT_OPENGL", "angle");
}
#endif
// We don't want system proxies to apply to us
QNetworkProxyFactory::setUseSystemConfiguration(false);
// Clear any default application proxy
QNetworkProxy noProxy(QNetworkProxy::NoProxy);
QNetworkProxy::setApplicationProxy(noProxy);
// Register custom metatypes for use in signals
qRegisterMetaType<NvApp>("NvApp");
// Allow the display to sleep by default. We will manually use SDL_DisableScreenSaver()
// and SDL_EnableScreenSaver() when appropriate. This hint must be set before
// initializing the SDL video subsystem to have any effect.
SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
// Steam Link requires that we initialize video before creating our
// QGuiApplication in order to configure the framebuffer correctly.
// It's fine to do on other platforms too, and it can save some time
// doing initialization and teardown of the video subsystem after streaming.
if (SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_TIMER) failed: %s",
SDL_GetError());
return -1;
}
// Use atexit() to ensure SDL_Quit() is called. This avoids
// racing with object destruction where SDL may be used.
atexit(SDL_Quit);
// Avoid the default behavior of changing the timer resolution to 1 ms.
// We don't want this all the time that Moonlight is open. We will set
// it manually when we start streaming.
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0");
// Disable minimize on focus loss by default. Users seem to want this off by default.
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
QGuiApplication app(argc, argv);
#ifdef STEAM_LINK
// Qt 5.9 from the Steam Link SDK is not able to load any fonts
// since the Steam Link doesn't include any of the ones it looks
// for. We know it has NotoSans so we will explicitly ask for that.
if (app.font().family().isEmpty()) {
qWarning() << "SL HACK: No default font - using NotoSans";
QFont fon("NotoSans");
app.setFont(fon);
}
// Move the mouse to the bottom right so it's invisible when using
// gamepad-only navigation.
QCursor().setPos(0xFFFF, 0xFFFF);
#endif
app.setWindowIcon(QIcon(":/res/moonlight.svg"));
// Register our C++ types for QML
qmlRegisterType<ComputerModel>("ComputerModel", 1, 0, "ComputerModel");
qmlRegisterType<AppModel>("AppModel", 1, 0, "AppModel");
qmlRegisterType<StreamingPreferences>("StreamingPreferences", 1, 0, "StreamingPreferences");
qmlRegisterUncreatableType<Session>("Session", 1, 0, "Session", "Session cannot be created from QML");
qmlRegisterSingletonType<ComputerManager>("ComputerManager", 1, 0,
"ComputerManager",
@@ -293,30 +374,92 @@ int main(int argc, char *argv[])
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new AutoUpdateChecker();
});
qmlRegisterSingletonType<SystemProperties>("SystemProperties", 1, 0,
"SystemProperties",
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new SystemProperties();
});
qmlRegisterSingletonType<SdlGamepadKeyNavigation>("SdlGamepadKeyNavigation", 1, 0,
"SdlGamepadKeyNavigation",
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new SdlGamepadKeyNavigation();
});
qmlRegisterSingletonType<StreamingPreferences>("StreamingPreferences", 1, 0,
"StreamingPreferences",
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new StreamingPreferences();
});
QQuickStyle::setStyle("Material");
#ifndef Q_OS_WINRT
// Use the dense material dark theme by default
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_STYLE")) {
qputenv("QT_QUICK_CONTROLS_STYLE", "Material");
}
#else
// Use universal dark on WinRT
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_STYLE")) {
qputenv("QT_QUICK_CONTROLS_STYLE", "Universal");
}
#endif
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_MATERIAL_THEME")) {
qputenv("QT_QUICK_CONTROLS_MATERIAL_THEME", "Dark");
}
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_MATERIAL_ACCENT")) {
qputenv("QT_QUICK_CONTROLS_MATERIAL_ACCENT", "Purple");
}
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_MATERIAL_VARIANT")) {
qputenv("QT_QUICK_CONTROLS_MATERIAL_VARIANT", "Dense");
}
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_UNIVERSAL_THEME")) {
qputenv("QT_QUICK_CONTROLS_UNIVERSAL_THEME", "Dark");
}
if (!qEnvironmentVariableIsSet("QT_QUICK_CONTROLS_1_STYLE")) {
qputenv("QT_QUICK_CONTROLS_1_STYLE", "Base");
}
QQmlApplicationEngine engine;
QString initialView;
GlobalCommandLineParser parser;
switch (parser.parse(app.arguments())) {
case GlobalCommandLineParser::NormalStartRequested:
initialView = "qrc:/gui/PcView.qml";
break;
case GlobalCommandLineParser::StreamRequested:
{
initialView = "qrc:/gui/CliStartStreamSegue.qml";
StreamingPreferences* preferences = new StreamingPreferences(&app);
StreamCommandLineParser streamParser;
streamParser.parse(app.arguments(), preferences);
QString host = streamParser.getHost();
QString appName = streamParser.getAppName();
auto launcher = new CliStartStream::Launcher(host, appName, preferences, &app);
engine.rootContext()->setContextProperty("launcher", launcher);
break;
}
case GlobalCommandLineParser::QuitRequested:
{
initialView = "qrc:/gui/CliQuitStreamSegue.qml";
QuitCommandLineParser quitParser;
quitParser.parse(app.arguments());
auto launcher = new CliQuitStream::Launcher(quitParser.getHost(), &app);
engine.rootContext()->setContextProperty("launcher", launcher);
break;
}
}
engine.rootContext()->setContextProperty("initialView", initialView);
// Load the main.qml file
QQmlApplicationEngine engine;
engine.load(QUrl(QStringLiteral("qrc:/gui/main.qml")));
if (engine.rootObjects().isEmpty())
return -1;
SDL_SetMainReady();
if (SDL_Init(0) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_Init() failed: %s",
SDL_GetError());
}
// Avoid the default behavior of changing the timer resolution to 1 ms.
// We don't want this all the time that Moonlight is open. We will set
// it manually when we start streaming.
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0");
int err = app.exec();
SDL_Quit();
// Give worker tasks time to properly exit. Fixes PendingQuitTask
// sometimes freezing and blocking process exit.
QThreadPool::globalInstance()->waitForDone(30000);
return err;
}
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+18 -17
View File
@@ -8,7 +8,6 @@
QString Path::s_LogDir;
QString Path::s_BoxArtCacheDir;
const QString Path::k_GameControllerMappingFile("gamecontrollerdb.txt");
QString Path::getLogDir()
{
@@ -22,40 +21,42 @@ QString Path::getBoxArtCacheDir()
return s_BoxArtCacheDir;
}
QString Path::getGamepadMappingFile()
QByteArray Path::readDataFile(QString fileName)
{
QFile dataFile(getDataFilePath(fileName));
dataFile.open(QIODevice::ReadOnly);
return dataFile.readAll();
}
QString Path::getDataFilePath(QString fileName)
{
QString candidatePath;
// Check the current directory first
candidatePath = QDir(QDir::currentPath()).absoluteFilePath(k_GameControllerMappingFile);
candidatePath = QDir(QDir::currentPath()).absoluteFilePath(fileName);
if (QFile::exists(candidatePath)) {
qInfo() << "Found" << fileName << "at" << candidatePath;
return candidatePath;
}
// Now check the data directories (for Linux, in particular)
candidatePath = QStandardPaths::locate(QStandardPaths::DataLocation, k_GameControllerMappingFile);
candidatePath = QStandardPaths::locate(QStandardPaths::DataLocation, fileName);
if (!candidatePath.isEmpty() && QFile::exists(candidatePath)) {
qInfo() << "Found" << fileName << "at" << candidatePath;
return candidatePath;
}
// Now try the directory of our app installation (for Windows, if current dir doesn't find it)
candidatePath = QDir(QCoreApplication::applicationDirPath()).absoluteFilePath(k_GameControllerMappingFile);
candidatePath = QDir(QCoreApplication::applicationDirPath()).absoluteFilePath(fileName);
if (QFile::exists(candidatePath)) {
qInfo() << "Found" << fileName << "at" << candidatePath;
return candidatePath;
}
// Now try the Resources folder in our app bundle for macOS
QDir dir = QDir(QCoreApplication::applicationDirPath());
dir.cdUp();
dir.cd("Resources");
dir.filePath(k_GameControllerMappingFile);
candidatePath = dir.absoluteFilePath(k_GameControllerMappingFile);
if (QFile::exists(candidatePath)) {
return candidatePath;
}
// Couldn't find it
return QString();
// Return the QRC embedded copy
candidatePath = ":/data/" + fileName;
qInfo() << "Found" << fileName << "at" << candidatePath;
return QString(candidatePath);
}
void Path::initialize(bool portable)
+4 -2
View File
@@ -9,12 +9,14 @@ public:
static QString getBoxArtCacheDir();
static QString getGamepadMappingFile();
static QByteArray readDataFile(QString fileName);
// Only safe to use directly for Qt classes
static QString getDataFilePath(QString fileName);
static void initialize(bool portable);
private:
static QString s_LogDir;
static QString s_BoxArtCacheDir;
static const QString k_GameControllerMappingFile;
};
+11
View File
@@ -7,5 +7,16 @@
<file>gui/StreamSegue.qml</file>
<file>gui/GamepadMapper.qml</file>
<file>gui/QuitSegue.qml</file>
<file>gui/NavigableToolButton.qml</file>
<file>gui/NavigableItemDelegate.qml</file>
<file>gui/NavigableMenuItem.qml</file>
<file>gui/CliQuitStreamSegue.qml</file>
<file>gui/CliStartStreamSegue.qml</file>
<file>gui/AutoResizingComboBox.qml</file>
<file>gui/NavigableMenu.qml</file>
<file>gui/ErrorMessageDialog.qml</file>
<file>gui/NavigableMessageDialog.qml</file>
<file>gui/NavigableDialog.qml</file>
<file>gui/CenteredGridView.qml</file>
</qresource>
</RCC>
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+7
View File
@@ -8,11 +8,18 @@
<file>res/baseline-lock-24px.svg</file>
<file>res/baseline-play_circle_filled_white-48px.svg</file>
<file>res/baseline-warning-24px.svg</file>
<file>res/baseline-cancel-24px.svg</file>
<file>res/no_app_image.png</file>
<file>res/settings.svg</file>
<file>res/arrow_left.svg</file>
<file>res/question_mark.svg</file>
<file>res/moonlight.svg</file>
<file>res/update.svg</file>
<file>res/baseline-help_outline-24px.svg</file>
<file>res/baseline-error_outline-24px.svg</file>
</qresource>
<qresource prefix="/data">
<file alias="gamecontrollerdb.txt">SDL_GameControllerDB/gamecontrollerdb.txt</file>
<file alias="ModeSeven.ttf">ModeSeven.ttf</file>
</qresource>
</RCC>
+103
View File
@@ -0,0 +1,103 @@
#include "mappingmanager.h"
#include "path.h"
#include <QDir>
#include <SDL.h>
#define SER_GAMEPADMAPPING "gcmapping"
#define SER_GUID "guid"
#define SER_MAPPING "mapping"
MappingManager::MappingManager()
{
QSettings settings;
// First load existing saved mappings. This ensures the user's
// hints can always override the old data.
int mappingCount = settings.beginReadArray(SER_GAMEPADMAPPING);
for (int i = 0; i < mappingCount; i++) {
settings.setArrayIndex(i);
SdlGamepadMapping mapping(settings.value(SER_GUID).toString(), settings.value(SER_MAPPING).toString());
addMapping(mapping);
}
settings.endArray();
// Finally load mappings from SDL_HINT_GAMECONTROLLERCONFIG
QStringList sdlMappings = QString::fromLocal8Bit(SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG)).split('\n', QString::SkipEmptyParts);
for (QString sdlMapping : sdlMappings) {
SdlGamepadMapping mapping(sdlMapping);
addMapping(mapping);
}
// Save the updated mappings to settings
save();
}
void MappingManager::save()
{
QSettings settings;
settings.remove(SER_GAMEPADMAPPING);
settings.beginWriteArray(SER_GAMEPADMAPPING);
QList<SdlGamepadMapping> mappings = m_Mappings.values();
for (int i = 0; i < mappings.count(); i++) {
settings.setArrayIndex(i);
settings.setValue(SER_GUID, mappings[i].getGuid());
settings.setValue(SER_MAPPING, mappings[i].getMapping());
}
settings.endArray();
}
void MappingManager::applyMappings()
{
QByteArray mappingData = Path::readDataFile("gamecontrollerdb.txt");
if (!mappingData.isEmpty()) {
int newMappings = SDL_GameControllerAddMappingsFromRW(
SDL_RWFromConstMem(mappingData.constData(), mappingData.size()), 1);
if (newMappings < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error loading gamepad mappings: %s",
SDL_GetError());
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Loaded %d new gamepad mappings",
newMappings);
}
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to load gamepad mapping file");
}
QList<SdlGamepadMapping> mappings = m_Mappings.values();
for (const SdlGamepadMapping& mapping : mappings) {
QString sdlMappingString = mapping.getSdlMappingString();
int ret = SDL_GameControllerAddMapping(qPrintable(sdlMappingString));
if (ret < 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Unable to add mapping: %s",
qPrintable(sdlMappingString));
}
else if (ret == 1) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Loaded saved user mapping: %s",
qPrintable(sdlMappingString));
}
}
}
void MappingManager::addMapping(QString mappingString)
{
SdlGamepadMapping mapping(mappingString);
addMapping(mapping);
}
void MappingManager::addMapping(SdlGamepadMapping& mapping)
{
m_Mappings[mapping.getGuid()] = mapping;
}
+74
View File
@@ -0,0 +1,74 @@
#pragma once
#include <QSettings>
class SdlGamepadMapping
{
public:
SdlGamepadMapping() {}
SdlGamepadMapping(QString string)
{
QStringList mapping = string.split(",");
if (!mapping.isEmpty()) {
m_Guid = mapping[0];
string.remove(0, m_Guid.length() + 1);
m_Mapping = string;
}
}
SdlGamepadMapping(QString guid, QString mapping)
: m_Guid(guid),
m_Mapping(mapping)
{
}
bool operator==(const SdlGamepadMapping& other) const
{
return m_Guid == other.m_Guid && m_Mapping == other.m_Mapping;
}
QString getGuid() const
{
return m_Guid;
}
QString getMapping() const
{
return m_Mapping;
}
QString getSdlMappingString() const
{
if (m_Guid.isEmpty() || m_Mapping.isEmpty()) {
return "";
}
else {
return m_Guid + "," + m_Mapping;
}
}
private:
QString m_Guid;
QString m_Mapping;
};
class MappingManager
{
public:
MappingManager();
void addMapping(QString gamepadString);
void addMapping(SdlGamepadMapping& gamepadMapping);
void applyMappings();
void save();
private:
QMap<QString, SdlGamepadMapping> m_Mappings;
};
+15 -113
View File
@@ -1,6 +1,4 @@
#include "streamingpreferences.h"
#include "streaming/session.hpp"
#include "streaming/streamutils.h"
#include <QSettings>
@@ -20,9 +18,14 @@
#define SER_WINDOWMODE "windowmode"
#define SER_UNSUPPORTEDFPS "unsupportedfps"
#define SER_MDNS "mdns"
#define SER_QUITAPPAFTER "quitAppAfter"
#define SER_MOUSEACCELERATION "mouseacceleration"
#define SER_STARTWINDOWED "startwindowed"
#define SER_FRAMEPACING "framepacing"
#define SER_CONNWARNINGS "connwarnings"
StreamingPreferences::StreamingPreferences()
StreamingPreferences::StreamingPreferences(QObject *parent)
: QObject(parent)
{
reload();
}
@@ -41,9 +44,13 @@ void StreamingPreferences::reload()
multiController = settings.value(SER_MULTICONT, true).toBool();
unsupportedFps = settings.value(SER_UNSUPPORTEDFPS, false).toBool();
enableMdns = settings.value(SER_MDNS, true).toBool();
quitAppAfter = settings.value(SER_QUITAPPAFTER, false).toBool();
mouseAcceleration = settings.value(SER_MOUSEACCELERATION, false).toBool();
startWindowed = settings.value(SER_STARTWINDOWED, false).toBool();
framePacing = settings.value(SER_FRAMEPACING, false).toBool();
connectionWarnings = settings.value(SER_CONNWARNINGS, true).toBool();
audioConfig = static_cast<AudioConfig>(settings.value(SER_AUDIOCFG,
static_cast<int>(AudioConfig::AC_AUTO)).toInt());
static_cast<int>(AudioConfig::AC_STEREO)).toInt());
videoCodecConfig = static_cast<VideoCodecConfig>(settings.value(SER_VIDEOCFG,
static_cast<int>(VideoCodecConfig::VCC_AUTO)).toInt());
videoDecoderSelection = static_cast<VideoDecoderSelection>(settings.value(SER_VIDEODEC,
@@ -68,122 +75,17 @@ void StreamingPreferences::save()
settings.setValue(SER_MULTICONT, multiController);
settings.setValue(SER_UNSUPPORTEDFPS, unsupportedFps);
settings.setValue(SER_MDNS, enableMdns);
settings.setValue(SER_QUITAPPAFTER, quitAppAfter);
settings.setValue(SER_MOUSEACCELERATION, mouseAcceleration);
settings.setValue(SER_STARTWINDOWED, startWindowed);
settings.setValue(SER_FRAMEPACING, framePacing);
settings.setValue(SER_CONNWARNINGS, connectionWarnings);
settings.setValue(SER_AUDIOCFG, static_cast<int>(audioConfig));
settings.setValue(SER_VIDEOCFG, static_cast<int>(videoCodecConfig));
settings.setValue(SER_VIDEODEC, static_cast<int>(videoDecoderSelection));
settings.setValue(SER_WINDOWMODE, static_cast<int>(windowMode));
}
bool StreamingPreferences::hasAnyHardwareAcceleration()
{
// Always use VDS_AUTO to avoid spamming the user with warnings
// if they've forced software decoding.
return Session::isHardwareDecodeAvailable(VDS_AUTO,
VIDEO_FORMAT_H264,
1920, 1080, 60);
}
bool StreamingPreferences::isRunningWayland()
{
return qgetenv("XDG_SESSION_TYPE") == QByteArray("wayland");
}
int StreamingPreferences::getMaximumStreamingFrameRate()
{
// Never let the maximum drop below 60 FPS
int maxFrameRate = 60;
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return maxFrameRate;
}
SDL_DisplayMode mode, bestMode, desktopMode;
for (int displayIndex = 0; displayIndex < SDL_GetNumVideoDisplays(); displayIndex++) {
// Get the native desktop resolution
if (StreamUtils::getRealDesktopMode(displayIndex, &desktopMode)) {
// Start at desktop mode and work our way up
bestMode = desktopMode;
for (int i = 0; i < SDL_GetNumDisplayModes(displayIndex); i++) {
if (SDL_GetDisplayMode(displayIndex, i, &mode) == 0) {
if (mode.w == desktopMode.w && mode.h == desktopMode.h) {
if (mode.refresh_rate > bestMode.refresh_rate) {
bestMode = mode;
}
}
}
}
// Cap the frame rate at 120 FPS. Past this, the encoders start
// to max out and drop frames.
maxFrameRate = qMax(maxFrameRate, qMin(120, bestMode.refresh_rate));
}
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return maxFrameRate;
}
QRect StreamingPreferences::getDesktopResolution(int displayIndex)
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return QRect();
}
if (displayIndex >= SDL_GetNumVideoDisplays()) {
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return QRect();
}
SDL_DisplayMode mode;
int err = SDL_GetDesktopDisplayMode(displayIndex, &mode);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
if (err == 0) {
return QRect(0, 0, mode.w, mode.h);
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetDesktopDisplayMode() failed: %s",
SDL_GetError());
return QRect();
}
}
QRect StreamingPreferences::getNativeResolution(int displayIndex)
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return QRect();
}
if (displayIndex >= SDL_GetNumVideoDisplays()) {
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return QRect();
}
SDL_DisplayMode mode;
bool success = StreamUtils::getRealDesktopMode(displayIndex, &mode);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
if (success) {
return QRect(0, 0, mode.w, mode.h);
}
else {
return QRect();
}
}
int StreamingPreferences::getDefaultBitrate(int width, int height, int fps)
{
// This table prefers 16:10 resolutions because they are
+15 -14
View File
@@ -8,30 +8,19 @@ class StreamingPreferences : public QObject
Q_OBJECT
public:
StreamingPreferences();
StreamingPreferences(QObject *parent = nullptr);
Q_INVOKABLE static int
getDefaultBitrate(int width, int height, int fps);
Q_INVOKABLE void save();
Q_INVOKABLE static bool hasAnyHardwareAcceleration();
Q_INVOKABLE static bool isRunningWayland();
Q_INVOKABLE static int getMaximumStreamingFrameRate();
Q_INVOKABLE QRect getDesktopResolution(int displayIndex);
Q_INVOKABLE QRect getNativeResolution(int displayIndex);
void reload();
enum AudioConfig
{
AC_AUTO,
AC_FORCE_STEREO,
AC_FORCE_SURROUND
AC_STEREO,
AC_51_SURROUND
};
Q_ENUM(AudioConfig)
@@ -70,7 +59,11 @@ public:
Q_PROPERTY(bool multiController MEMBER multiController NOTIFY multiControllerChanged)
Q_PROPERTY(bool unsupportedFps MEMBER unsupportedFps NOTIFY unsupportedFpsChanged)
Q_PROPERTY(bool enableMdns MEMBER enableMdns NOTIFY enableMdnsChanged)
Q_PROPERTY(bool quitAppAfter MEMBER quitAppAfter NOTIFY quitAppAfterChanged)
Q_PROPERTY(bool mouseAcceleration MEMBER mouseAcceleration NOTIFY mouseAccelerationChanged)
Q_PROPERTY(bool startWindowed MEMBER startWindowed NOTIFY startWindowedChanged)
Q_PROPERTY(bool framePacing MEMBER framePacing NOTIFY framePacingChanged)
Q_PROPERTY(bool connectionWarnings MEMBER connectionWarnings NOTIFY connectionWarningsChanged)
Q_PROPERTY(AudioConfig audioConfig MEMBER audioConfig NOTIFY audioConfigChanged)
Q_PROPERTY(VideoCodecConfig videoCodecConfig MEMBER videoCodecConfig NOTIFY videoCodecConfigChanged)
Q_PROPERTY(VideoDecoderSelection videoDecoderSelection MEMBER videoDecoderSelection NOTIFY videoDecoderSelectionChanged)
@@ -87,7 +80,11 @@ public:
bool multiController;
bool unsupportedFps;
bool enableMdns;
bool quitAppAfter;
bool mouseAcceleration;
bool startWindowed;
bool framePacing;
bool connectionWarnings;
AudioConfig audioConfig;
VideoCodecConfig videoCodecConfig;
VideoDecoderSelection videoDecoderSelection;
@@ -102,10 +99,14 @@ signals:
void multiControllerChanged();
void unsupportedFpsChanged();
void enableMdnsChanged();
void quitAppAfterChanged();
void mouseAccelerationChanged();
void audioConfigChanged();
void videoCodecConfigChanged();
void videoDecoderSelectionChanged();
void windowModeChanged();
void startWindowedChanged();
void framePacingChanged();
void connectionWarningsChanged();
};
+113 -50
View File
@@ -1,13 +1,31 @@
#include "../session.hpp"
#include "../session.h"
#include "renderers/renderer.h"
#ifdef HAVE_SOUNDIO
#include "renderers/soundioaudiorenderer.h"
#endif
#ifdef HAVE_SLAUDIO
#include "renderers/slaud.h"
#endif
#include "renderers/sdl.h"
#include "renderers/qtaud.h"
#include <Limelight.h>
IAudioRenderer* Session::createAudioRenderer()
{
#if defined(HAVE_SOUNDIO)
if (qgetenv("ML_AUDIO") == "SDL") {
return new SdlAudioRenderer();
}
return new SoundIoAudioRenderer();
#elif defined(HAVE_SLAUDIO)
return new SLAudioRenderer();
#else
return new SdlAudioRenderer();
#endif
}
bool Session::testAudio(int audioConfiguration)
@@ -19,30 +37,31 @@ bool Session::testAudio(int audioConfiguration)
return false;
}
bool ret = audioRenderer->testAudio(audioConfiguration);
// Build a fake OPUS_MULTISTREAM_CONFIGURATION to give
// the renderer the channel count and sample rate.
OPUS_MULTISTREAM_CONFIGURATION opusConfig = {};
opusConfig.sampleRate = 48000;
switch (audioConfiguration)
{
case AUDIO_CONFIGURATION_STEREO:
opusConfig.channelCount = 2;
break;
case AUDIO_CONFIGURATION_51_SURROUND:
opusConfig.channelCount = 6;
break;
default:
SDL_assert(false);
return false;
}
bool ret = audioRenderer->prepareForPlayback(&opusConfig);
delete audioRenderer;
return ret;
}
int Session::detectAudioConfiguration()
{
IAudioRenderer* audioRenderer;
audioRenderer = createAudioRenderer();
if (audioRenderer == nullptr) {
// Hope for the best
return AUDIO_CONFIGURATION_STEREO;
}
int audioConfig = audioRenderer->detectAudioConfiguration();
delete audioRenderer;
return audioConfig;
}
int Session::arInit(int /* audioConfiguration */,
const POPUS_MULTISTREAM_CONFIGURATION opusConfig,
void* /* arContext */, int /* arFlags */)
@@ -66,15 +85,10 @@ int Session::arInit(int /* audioConfiguration */,
}
s_ActiveSession->m_AudioRenderer = s_ActiveSession->createAudioRenderer();
if (s_ActiveSession->m_AudioRenderer == nullptr) {
opus_multistream_decoder_destroy(s_ActiveSession->m_OpusDecoder);
return -2;
}
if (!s_ActiveSession->m_AudioRenderer->prepareForPlayback(opusConfig)) {
delete s_ActiveSession->m_AudioRenderer;
opus_multistream_decoder_destroy(s_ActiveSession->m_OpusDecoder);
return -3;
return -2;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
@@ -86,39 +100,88 @@ int Session::arInit(int /* audioConfiguration */,
void Session::arCleanup()
{
// m_AudioRenderer is deleted in cleanupAudioRenderer()
delete s_ActiveSession->m_AudioRenderer;
s_ActiveSession->m_AudioRenderer = nullptr;
opus_multistream_decoder_destroy(s_ActiveSession->m_OpusDecoder);
s_ActiveSession->m_OpusDecoder = nullptr;
}
// This is called on the main thread
void Session::cleanupAudioRendererOnMainThread()
{
SDL_AtomicLock(&m_AudioRendererLock);
delete m_AudioRenderer;
m_AudioRenderer = nullptr;
SDL_AtomicUnlock(&m_AudioRendererLock);
}
void Session::arDecodeAndPlaySample(char* sampleData, int sampleLength)
{
int samplesDecoded;
samplesDecoded = opus_multistream_decode(s_ActiveSession->m_OpusDecoder,
(unsigned char*)sampleData,
sampleLength,
s_ActiveSession->m_OpusDecodeBuffer,
SAMPLES_PER_FRAME,
0);
if (samplesDecoded > 0) {
SDL_AtomicLock(&s_ActiveSession->m_AudioRendererLock);
if (s_ActiveSession->m_AudioRenderer != nullptr) {
s_ActiveSession->m_AudioRenderer->submitAudio(s_ActiveSession->m_OpusDecodeBuffer,
static_cast<int>(sizeof(short) *
samplesDecoded *
s_ActiveSession->m_AudioConfig.channelCount));
// Set this thread to high priority to reduce
// the chance of missing our sample delivery time
if (s_ActiveSession->m_AudioSampleCount == 0) {
if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Unable to set audio thread to high priority: %s",
SDL_GetError());
}
SDL_AtomicUnlock(&s_ActiveSession->m_AudioRendererLock);
}
// See if we need to drop this sample
if (s_ActiveSession->m_DropAudioEndTime != 0) {
if (SDL_TICKS_PASSED(SDL_GetTicks(), s_ActiveSession->m_DropAudioEndTime)) {
// Avoid calling SDL_GetTicks() now
s_ActiveSession->m_DropAudioEndTime = 0;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio drop window has ended");
}
else {
// We're still in the drop window
return;
}
}
s_ActiveSession->m_AudioSampleCount++;
if (s_ActiveSession->m_AudioRenderer != nullptr) {
samplesDecoded = opus_multistream_decode(s_ActiveSession->m_OpusDecoder,
(unsigned char*)sampleData,
sampleLength,
s_ActiveSession->m_OpusDecodeBuffer,
SAMPLES_PER_FRAME,
0);
if (samplesDecoded > 0) {
if (!s_ActiveSession->m_AudioRenderer->submitAudio(s_ActiveSession->m_OpusDecodeBuffer,
static_cast<int>(
sizeof(short) *
samplesDecoded *
s_ActiveSession->m_AudioConfig.channelCount))) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Reinitializing audio renderer after failure");
delete s_ActiveSession->m_AudioRenderer;
s_ActiveSession->m_AudioRenderer = nullptr;
}
}
}
// Only try to recreate the audio renderer every 200 samples (1 second)
// to avoid thrashing if the audio device is unavailable. It is
// safe to reinitialize here because we can't be torn down while
// the audio decoder/playback thread is still alive.
if (s_ActiveSession->m_AudioRenderer == nullptr && (s_ActiveSession->m_AudioSampleCount % 200) == 0) {
// Since we're doing this inline and audio initialization takes time, we need
// to drop samples to account for the time we've spent blocking audio rendering
// so we return to real-time playback and don't accumulate latency.
Uint32 audioReinitStartTime = SDL_GetTicks();
s_ActiveSession->m_AudioRenderer = s_ActiveSession->createAudioRenderer();
if (!s_ActiveSession->m_AudioRenderer->prepareForPlayback(&s_ActiveSession->m_AudioConfig)) {
delete s_ActiveSession->m_AudioRenderer;
s_ActiveSession->m_AudioRenderer = nullptr;
}
Uint32 audioReinitStopTime = SDL_GetTicks();
s_ActiveSession->m_DropAudioEndTime = audioReinitStopTime + (audioReinitStopTime - audioReinitStartTime);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio reinitialization took %d ms - starting drop window",
audioReinitStopTime - audioReinitStartTime);
}
}
+2 -5
View File
@@ -12,9 +12,6 @@ public:
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig) = 0;
virtual void submitAudio(short* audioBuffer, int audioSize) = 0;
virtual bool testAudio(int audioConfiguration) = 0;
virtual int detectAudioConfiguration() = 0;
// Return false if an unrecoverable error has occurred and the renderer must be reinitialized
virtual bool submitAudio(short* audioBuffer, int audioSize) = 0;
};
+1 -10
View File
@@ -12,17 +12,8 @@ public:
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
virtual void submitAudio(short* audioBuffer, int audioSize);
virtual bool testAudio(int audioConfiguration);
virtual int detectAudioConfiguration();
virtual bool submitAudio(short* audioBuffer, int audioSize);
private:
SDL_AudioDeviceID m_AudioDevice;
Uint32 m_ChannelCount;
Uint32 m_PendingDrops;
Uint32 m_PendingHardDrops;
Uint32 m_SampleIndex;
Uint32 m_BaselinePendingData;
};
+4 -141
View File
@@ -3,81 +3,10 @@
#include <Limelight.h>
#include <SDL.h>
#include <QAudioDeviceInfo>
#include <QtGlobal>
#define MIN_QUEUED_FRAMES 2
#define MAX_QUEUED_FRAMES 4
#define STOP_THE_WORLD_LIMIT 20
#define DROP_RATIO_DENOM 32
// Detecting this with SDL is quite problematic, so we'll use Qt's
// multimedia framework to do so. It appears to be actually
// accurate on Linux and macOS, unlike using SDL and relying
// on a channel change in the format received.
int SdlAudioRenderer::detectAudioConfiguration()
{
int preferredChannelCount = QAudioDeviceInfo::defaultOutputDevice().preferredFormat().channelCount();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio output device prefers %d channel configuration",
preferredChannelCount);
// We can better downmix 5.1 to quad than we can upmix stereo
if (preferredChannelCount > 2) {
return AUDIO_CONFIGURATION_51_SURROUND;
}
else {
return AUDIO_CONFIGURATION_STEREO;
}
}
bool SdlAudioRenderer::testAudio(int audioConfiguration)
{
SDL_AudioSpec want, have;
SDL_AudioDeviceID dev;
SDL_zero(want);
want.freq = 48000;
want.format = AUDIO_S16;
want.samples = SAMPLES_PER_FRAME;
switch (audioConfiguration) {
case AUDIO_CONFIGURATION_STEREO:
want.channels = 2;
break;
case AUDIO_CONFIGURATION_51_SURROUND:
want.channels = 6;
break;
default:
SDL_assert(false);
return false;
}
// Test audio device for functionality
dev = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if (dev == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Audio test - Failed to open audio device: %s",
SDL_GetError());
return false;
}
SDL_CloseAudioDevice(dev);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio test - Successful with %d channels",
want.channels);
return true;
}
SdlAudioRenderer::SdlAudioRenderer()
: m_AudioDevice(0),
m_ChannelCount(0),
m_PendingDrops(0),
m_PendingHardDrops(0),
m_SampleIndex(0),
m_BaselinePendingData(0)
: m_AudioDevice(0)
{
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
@@ -122,27 +51,6 @@ bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION*
have.samples,
have.size);
// SDL counts pending samples in the queued
// audio size using the WASAPI backend. This
// includes silence, which can throw off our
// pending data count. Get a baseline so we
// can exclude that data.
m_BaselinePendingData = 0;
#ifdef Q_OS_WIN32
for (int i = 0; i < 100; i++) {
m_BaselinePendingData = qMax(m_BaselinePendingData, SDL_GetQueuedAudioSize(m_AudioDevice));
SDL_Delay(10);
}
#endif
m_BaselinePendingData *= 2;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Baseline pending audio data: %d bytes",
m_BaselinePendingData);
m_ChannelCount = opusConfig->channelCount;
m_SampleIndex = 0;
m_PendingDrops = m_PendingHardDrops = 0;
// Start playback
SDL_PauseAudioDevice(m_AudioDevice, 0);
@@ -161,58 +69,13 @@ SdlAudioRenderer::~SdlAudioRenderer()
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
}
void SdlAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
bool SdlAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
{
m_SampleIndex++;
Uint32 queuedAudio = SDL_GetQueuedAudioSize(m_AudioDevice);
if (queuedAudio > m_BaselinePendingData) {
queuedAudio -= m_BaselinePendingData;
}
else {
queuedAudio = 0;
}
Uint32 framesQueued = queuedAudio / (SAMPLES_PER_FRAME * m_ChannelCount * sizeof(short));
// We must check this prior to the below checks to ensure we don't
// underflow if framesQueued - m_PendingHardDrops < 0.
if (framesQueued <= MIN_QUEUED_FRAMES) {
m_PendingDrops = m_PendingHardDrops = 0;
}
// Pend enough drops to get us back to MIN_QUEUED_FRAMES, checking first
// to ensure we don't underflow.
else if (framesQueued > m_PendingHardDrops &&
framesQueued - m_PendingHardDrops > STOP_THE_WORLD_LIMIT) {
m_PendingHardDrops = framesQueued - MIN_QUEUED_FRAMES;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Pending hard drop of %u audio frames",
m_PendingHardDrops);
}
// If we're under the stop the world limit, we can drop samples
// gracefully over the next little while.
else if (framesQueued > m_PendingHardDrops + m_PendingDrops &&
framesQueued - m_PendingHardDrops - m_PendingDrops > MAX_QUEUED_FRAMES) {
m_PendingDrops = framesQueued - MIN_QUEUED_FRAMES;
}
// Determine if this frame should be dropped
if (m_PendingHardDrops != 0) {
// Hard drops happen all at once to forcefully
// resync with the source.
m_PendingHardDrops--;
return;
}
else if (m_PendingDrops != 0 && m_SampleIndex % DROP_RATIO_DENOM == 0) {
// Normal drops are interspersed with the audio data
// to hide the glitches.
m_PendingDrops--;
return;
}
if (SDL_QueueAudio(m_AudioDevice, audioBuffer, audioSize) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to queue audio sample: %s",
SDL_GetError());
}
return true;
}
+58
View File
@@ -0,0 +1,58 @@
#include "slaud.h"
#include <SDL.h>
SLAudioRenderer::SLAudioRenderer()
: m_AudioContext(nullptr),
m_AudioStream(nullptr)
{
}
bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
{
m_AudioContext = SLAudio_CreateContext();
if (m_AudioContext == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SLAudio_CreateContext() failed");
return false;
}
m_AudioStream = SLAudio_CreateStream(m_AudioContext,
opusConfig->sampleRate,
opusConfig->channelCount,
SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount,
1);
if (m_AudioStream == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SLAudio_CreateStream() failed");
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using SLAudio renderer");
return true;
}
SLAudioRenderer::~SLAudioRenderer()
{
if (m_AudioStream != nullptr) {
SLAudio_FreeStream(m_AudioStream);
}
if (m_AudioContext != nullptr) {
SLAudio_FreeContext(m_AudioContext);
}
}
bool SLAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
{
void* outputBuffer = SLAudio_BeginFrame(m_AudioStream);
if (outputBuffer != nullptr) {
memcpy(outputBuffer, audioBuffer, audioSize);
SLAudio_SubmitFrame(m_AudioStream);
}
return true;
}
+20
View File
@@ -0,0 +1,20 @@
#pragma once
#include "renderer.h"
#include <SLAudio.h>
class SLAudioRenderer : public IAudioRenderer
{
public:
SLAudioRenderer();
virtual ~SLAudioRenderer();
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
virtual bool submitAudio(short* audioBuffer, int audioSize);
private:
CSLAudioContext* m_AudioContext;
CSLAudioStream* m_AudioStream;
};
@@ -0,0 +1,463 @@
#include "soundioaudiorenderer.h"
#include <SDL.h>
#include <QtGlobal>
// GFE sends us packets in 5 ms chunks
const double SoundIoAudioRenderer::k_RawSampleLengthSec = 0.005;
#ifdef Q_OS_LINUX
// PulseAudio and ALSA require more than just 5 ms samples
// for some reason, so write a minimum of 25 ms each time to
// prevent underruns on Bluetooth.
// https://github.com/moonlight-stream/moonlight-qt/issues/147
// https://github.com/moonlight-stream/moonlight-qt/issues/157
const double SoundIoAudioRenderer::k_MinSampleLengthSec = 0.025;
#else
// This determines the size of the buffers we'll
// get from CoreAudio. It is also the minimum
// size that we will write when called to fill a buffer.
const double SoundIoAudioRenderer::k_MinSampleLengthSec = k_RawSampleLengthSec;
#endif
SoundIoAudioRenderer::SoundIoAudioRenderer()
: m_OpusChannelCount(0),
m_SoundIo(nullptr),
m_Device(nullptr),
m_OutputStream(nullptr),
m_RingBuffer(nullptr),
m_Latency(0),
m_Errored(false)
{
}
SoundIoAudioRenderer::~SoundIoAudioRenderer()
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio latency: %f",
m_Latency);
if (m_OutputStream != nullptr) {
soundio_outstream_destroy(m_OutputStream);
}
// Must be destroyed after the stream is stopped
// or we could still get sioWriteCallback() calls.
if (m_RingBuffer != nullptr) {
soundio_ring_buffer_destroy(m_RingBuffer);
}
if (m_Device != nullptr) {
soundio_device_unref(m_Device);
}
if (m_SoundIo != nullptr) {
soundio_destroy(m_SoundIo);
}
}
int SoundIoAudioRenderer::scoreChannelLayout(const struct SoundIoChannelLayout* layout, const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
{
int score = 50;
// Compute a score for this layout based on how many matching channels
// we find (or acceptable alternatives).
for (int i = 0; i < layout->channel_count; i++) {
if (opusConfig->channelCount >= 2) {
switch (layout->channels[i]) {
case SoundIoChannelIdFrontLeft:
case SoundIoChannelIdFrontRight:
score += 2;
break;
default:
break;
}
}
if (opusConfig->channelCount >= 6) {
switch (layout->channels[i]) {
case SoundIoChannelIdFrontCenter:
case SoundIoChannelIdLfe:
score += 2;
break;
case SoundIoChannelIdSideLeft:
case SoundIoChannelIdSideRight:
score++;
break;
// Score layouts using the back L/R as higher
// value than those using side L/R.
case SoundIoChannelIdBackLeft:
case SoundIoChannelIdBackRight:
score += 2;
break;
default:
break;
}
}
}
// Now subtract the difference between the desired and actual channel count
// to punish layouts that have extra unused speakers.
if (opusConfig->channelCount < layout->channel_count) {
score -= layout->channel_count - opusConfig->channelCount;
}
return score;
}
bool SoundIoAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
{
m_SoundIo = soundio_create();
if (m_SoundIo == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_create() failed");
return false;
}
m_SoundIo->app_name = "Moonlight";
m_SoundIo->userdata = this;
m_SoundIo->on_backend_disconnect = sioBackendDisconnect;
m_SoundIo->on_devices_change = sioDevicesChanged;
int err = soundio_connect(m_SoundIo);
if (err != SoundIoErrorNone) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_connect() failed: %s",
soundio_strerror(err));
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio backend: %s",
soundio_backend_name(m_SoundIo->current_backend));
// Don't continue if we could only open the dummy backend
if (m_SoundIo->current_backend == SoundIoBackendDummy) {
return false;
}
// Flush events to update with new device arrivals
soundio_flush_events(m_SoundIo);
// Remember the actual channel count for later
m_OpusChannelCount = opusConfig->channelCount;
int outputDeviceIndex = soundio_default_output_device_index(m_SoundIo);
if (outputDeviceIndex < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"No output device found");
return false;
}
m_Device = soundio_get_output_device(m_SoundIo, outputDeviceIndex);
if (m_Device == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_get_output_device() failed");
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Selected audio device: %s",
m_Device->name);
m_OutputStream = soundio_outstream_create(m_Device);
if (m_OutputStream == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_outstream_create() failed");
return false;
}
m_OutputStream->format = SoundIoFormatS16NE;
m_OutputStream->sample_rate = opusConfig->sampleRate;
m_OutputStream->software_latency = k_MinSampleLengthSec;
m_OutputStream->name = "Moonlight";
m_OutputStream->userdata = this;
m_OutputStream->error_callback = sioErrorCallback;
m_OutputStream->write_callback = sioWriteCallback;
SoundIoChannelLayout bestLayout = m_Device->current_layout;
for (int i = 0; i < m_Device->layout_count; i++) {
if (scoreChannelLayout(&bestLayout, opusConfig) <
scoreChannelLayout(&m_Device->layouts[i], opusConfig)) {
bestLayout = m_Device->layouts[i];
}
}
if (bestLayout.channel_count < opusConfig->channelCount) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No compatible channel layouts found. Some channels may not be played!");
}
m_OutputStream->layout = bestLayout;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Native layout: %s (%d channels)",
m_OutputStream->layout.name ?
m_OutputStream->layout.name : "<UNKNOWN>",
m_OutputStream->layout.channel_count);
err = soundio_outstream_open(m_OutputStream);
if (err != SoundIoErrorNone) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_outstream_open() failed: %s",
soundio_strerror(err));
return false;
}
if (m_OutputStream->layout_error) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Channel layout failed: %s",
soundio_strerror(m_OutputStream->layout_error));
// ALSA through PulseAudio appears to fail snd_pcm_set_chmap()
// even after claiming the layout is supported (and even on totally
// standard layouts like Stereo). We'll just ignore this for ALSA
// and only bail if we get an actual failure out of one of these APIs.
if (m_SoundIo->current_backend != SoundIoBackendAlsa) {
return false;
}
}
m_EffectiveLayout = m_OutputStream->layout;
for (int i = 0; i < m_EffectiveLayout.channel_count; i++) {
// Fixup the layout to use back L/R so our channel position
// logic in sioWriteCallback() works.
if (m_EffectiveLayout.channels[i] == SoundIoChannelIdSideLeft) {
m_EffectiveLayout.channels[i] = SoundIoChannelIdBackLeft;
}
if (m_EffectiveLayout.channels[i] == SoundIoChannelIdSideRight) {
m_EffectiveLayout.channels[i] = SoundIoChannelIdBackRight;
}
}
int packetsToBuffer;
#ifdef Q_OS_LINUX
// PulseAudio and ALSA need the large buffer (see comment on k_MinSampleLengthSec),
// so we need a buffer at least double that size to allow packets to arrive
// while we're writing to the sink.
packetsToBuffer = (int)(k_MinSampleLengthSec / k_RawSampleLengthSec) * 2;
#else
if (m_SoundIo->current_backend == SoundIoBackendWasapi) {
// 15 ms buffer seems to be fine for WASAPI
packetsToBuffer = 3;
}
else {
// 30 ms buffer on CoreAudio to avoid glitching on macOS
packetsToBuffer = 6;
}
#endif
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio buffer size: %d packets",
packetsToBuffer);
m_RingBuffer = soundio_ring_buffer_create(m_SoundIo,
m_OutputStream->bytes_per_sample *
m_OpusChannelCount *
SAMPLES_PER_FRAME *
packetsToBuffer);
if (m_RingBuffer == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_ring_buffer_create() failed");
return false;
}
err = soundio_outstream_start(m_OutputStream);
if (err != SoundIoErrorNone) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_outstream_start() failed: %s",
soundio_strerror(err));
return false;
}
// HACK: For some reason, a constant latency hangs around in the audio pipeline
// unless we wait for the audio stream to drain before actually submitting any samples.
// This is a gross hack, but it works remarkably well.
SDL_Delay(500);
return true;
}
bool SoundIoAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
{
if (m_Errored) {
return false;
}
// Flush events to update with new device arrivals
soundio_flush_events(m_SoundIo);
// We must always write a full frame of audio. If we don't,
// the reader will get out of sync with the writer and our
// channels will get all mixed up. To ensure this is always
// the case, round our bytes free down to the next multiple
// of our frame size.
int bytesFree = soundio_ring_buffer_free_count(m_RingBuffer);
int bytesPerFrame = m_OpusChannelCount * m_OutputStream->bytes_per_sample;
int bytesToWrite = qMin(audioSize, (bytesFree / bytesPerFrame) * bytesPerFrame);
memcpy(soundio_ring_buffer_write_ptr(m_RingBuffer), audioBuffer, bytesToWrite);
soundio_ring_buffer_advance_write_ptr(m_RingBuffer, bytesToWrite);
return true;
}
void SoundIoAudioRenderer::sioErrorCallback(SoundIoOutStream* stream, int err)
{
auto me = reinterpret_cast<SoundIoAudioRenderer*>(stream->userdata);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Audio rendering error: %s",
soundio_strerror(err));
// Trigger reinitialization
me->m_Errored = true;
}
void SoundIoAudioRenderer::sioBackendDisconnect(SoundIo* soundio, int err)
{
auto me = reinterpret_cast<SoundIoAudioRenderer*>(soundio->userdata);
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Audio backend disconnected: %s",
soundio_strerror(err));
// Trigger reinitialization
me->m_Errored = true;
}
void SoundIoAudioRenderer::sioDevicesChanged(SoundIo* soundio)
{
auto me = reinterpret_cast<SoundIoAudioRenderer*>(soundio->userdata);
if (me->m_Device == nullptr) {
// Ignore calls that take place during initialization
return;
}
int outputDeviceIndex = soundio_default_output_device_index(soundio);
if (outputDeviceIndex >= 0) {
struct SoundIoDevice* outputDevice = soundio_get_output_device(soundio, outputDeviceIndex);
if (outputDevice == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_get_output_device() failed");
return;
}
if (!soundio_device_equal(outputDevice, me->m_Device)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Default audio output device changed");
// Trigger reinitialization
me->m_Errored = true;
}
soundio_device_unref(outputDevice);
}
}
// bytes_per_frame should never be used on the ring buffer! It's not always
// the same number of bytes per frames as the output stream!
void SoundIoAudioRenderer::sioWriteCallback(SoundIoOutStream* stream, int frameCountMin, int frameCountMax)
{
auto me = reinterpret_cast<SoundIoAudioRenderer*>(stream->userdata);
char* readPtr = soundio_ring_buffer_read_ptr(me->m_RingBuffer);
int framesLeft = soundio_ring_buffer_fill_count(me->m_RingBuffer) /
(me->m_OpusChannelCount * stream->bytes_per_sample);
int bytesRead = 0;
// Clamp framesLeft to frameCountMax
framesLeft = qMin(framesLeft, frameCountMax);
// Ensure we always write at least a buffer, even if it's silence, to avoid
// busy looping when no audio data is available while libsoundio tries to keep
// us from starving the output device.
frameCountMin = qMax(frameCountMin, (int)(stream->sample_rate * k_MinSampleLengthSec));
frameCountMin = qMin(frameCountMin, frameCountMax);
// Track latency on queueing-based backends
if (me->m_SoundIo->current_backend != SoundIoBackendCoreAudio && me->m_SoundIo->current_backend != SoundIoBackendJack) {
soundio_outstream_get_latency(stream, &me->m_Latency);
}
for (;;) {
int frameCount;
int err;
struct SoundIoChannelArea* areas;
// Always meet the minimum but don't write more than that
// if we'll have to insert silence
frameCount = qMax(framesLeft, frameCountMin);
if (frameCount == 0) {
// Nothing more to write
break;
}
err = soundio_outstream_begin_write(stream, &areas, &frameCount);
if (err != SoundIoErrorNone) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_outstream_begin_write() failed: %s",
soundio_strerror(err));
break;
}
for (int frame = 0; frame < frameCount; frame++) {
for (int ch = 0; ch < me->m_EffectiveLayout.channel_count; ch++) {
// SoundIoChannelId - 1 happens to match Moonlight's channel layout.
// For side L/R, this logic depends on us fixing those up
// in m_EffectiveLayout to back L/R.
int readPtrChannel = me->m_EffectiveLayout.channels[ch] - 1;
if (frame >= framesLeft || readPtrChannel >= me->m_OpusChannelCount) {
// Write silence if we have no buffered frames left or
// nothing in the audio stream for this channel
memset(areas[ch].ptr, 0, stream->bytes_per_sample);
}
else {
// Write audio data from our ring buffer
memcpy(areas[ch].ptr,
&readPtr[readPtrChannel * stream->bytes_per_sample],
stream->bytes_per_sample);
}
areas[ch].ptr += areas[ch].step;
}
// Move on to the next frame if we aren't inserting silence
if (frame < framesLeft) {
readPtr += stream->bytes_per_sample * me->m_OpusChannelCount;
bytesRead += stream->bytes_per_sample * me->m_OpusChannelCount;
}
}
err = soundio_outstream_end_write(stream);
if (err != SoundIoErrorNone && err != SoundIoErrorUnderflow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"soundio_outstream_end_write() failed: %s",
soundio_strerror(err));
break;
}
if (framesLeft >= frameCount) {
framesLeft -= frameCount;
}
else {
framesLeft = 0;
}
if (frameCountMin >= frameCount) {
frameCountMin -= frameCount;
}
else {
frameCountMin = 0;
}
}
soundio_ring_buffer_advance_read_ptr(me->m_RingBuffer, bytesRead);
}
@@ -0,0 +1,40 @@
#pragma once
#include "renderer.h"
#include <soundio/soundio.h>
class SoundIoAudioRenderer : public IAudioRenderer
{
public:
SoundIoAudioRenderer();
~SoundIoAudioRenderer();
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
virtual bool submitAudio(short* audioBuffer, int audioSize);
private:
int scoreChannelLayout(const struct SoundIoChannelLayout* layout, const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
static void sioErrorCallback(struct SoundIoOutStream* stream, int err);
static void sioWriteCallback(struct SoundIoOutStream* stream, int frameCountMin, int frameCountMax);
static void sioBackendDisconnect(struct SoundIo* soundio, int err);
static void sioDevicesChanged(SoundIo* soundio);
int m_OpusChannelCount;
struct SoundIo* m_SoundIo;
struct SoundIoDevice* m_Device;
struct SoundIoOutStream* m_OutputStream;
struct SoundIoRingBuffer* m_RingBuffer;
struct SoundIoChannelLayout m_EffectiveLayout;
double m_Latency;
bool m_Errored;
static const double k_RawSampleLengthSec;
static const double k_MinSampleLengthSec;
};
+597 -118
View File
@@ -1,6 +1,7 @@
#include <Limelight.h>
#include <SDL.h>
#include "streaming/session.hpp"
#include "streaming/session.h"
#include "settings/mappingmanager.h"
#include "path.h"
#include <QtGlobal>
@@ -16,6 +17,17 @@
#define VK_NUMPAD0 0x60
#endif
#define MOUSE_POLLING_INTERVAL 5
// How long the mouse button will be pressed for a tap to click gesture
#define TAP_BUTTON_RELEASE_DELAY 100
// How long the fingers must be stationary to start a drag
#define DRAG_ACTIVATION_DELAY 650
// How far the finger can move before it cancels a drag or tap
#define DEAD_ZONE_DELTA 0.1f
const int SdlInputHandler::k_ButtonMap[] = {
A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
@@ -24,10 +36,16 @@ const int SdlInputHandler::k_ButtonMap[] = {
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
};
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer)
: m_LastMouseMotionTime(0),
m_MultiController(prefs.multiController),
m_NeedsInputDelay(false)
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int streamWidth, int streamHeight)
: m_MultiController(prefs.multiController),
m_MouseMoveTimer(0),
m_LeftButtonReleaseTimer(0),
m_RightButtonReleaseTimer(0),
m_DragTimer(0),
m_DragButton(0),
m_NumFingersDown(0),
m_StreamWidth(streamWidth),
m_StreamHeight(streamHeight)
{
// Allow gamepad input when the app doesn't have focus
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
@@ -36,8 +54,24 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* comput
// is via normal motion events that are influenced by mouse acceleration).
// Otherwise, we'll use raw input capture which is straight from the device
// without modification by the OS.
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
prefs.mouseAcceleration ? "1" : "0");
SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
prefs.mouseAcceleration ? "1" : "0",
SDL_HINT_OVERRIDE);
// We must initialize joystick explicitly before gamecontroller in order
// to ensure we receive gamecontroller attach events for gamepads where
// SDL doesn't have a built-in mapping. By starting joystick first, we
// can allow mapping manager to update the mappings before GC attach
// events are generated.
SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_JOYSTICK) failed: %s",
SDL_GetError());
}
MappingManager mappingManager;
mappingManager.applyMappings();
// We need to reinit this each time, since you only get
// an initial set of gamepad arrival events once per init.
@@ -48,66 +82,55 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* comput
SDL_GetError());
}
QString mappingFile = Path::getGamepadMappingFile();
if (!mappingFile.isEmpty()) {
std::string mappingFileNative = QDir::toNativeSeparators(mappingFile).toStdString();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Loading gamepad mappings from: %s",
mappingFileNative.c_str());
int newMappings = SDL_GameControllerAddMappingsFromFile(mappingFileNative.c_str());
if (newMappings < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error loading gamepad mappings: %s",
SDL_GetError());
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Loaded %d new gamepad mappings",
newMappings);
}
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No gamepad mapping file found");
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
if (SDL_InitSubSystem(SDL_INIT_HAPTIC) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_HAPTIC) failed: %s",
SDL_GetError());
}
if (!m_MultiController) {
// Player 1 is always present in non-MC mode
m_GamepadMask = 0x1;
}
else {
// Otherwise, detect gamepads on the fly
m_GamepadMask = 0;
}
// Prior to GFE 3.14.1, sending too many mouse motion events can cause
// GFE to choke and input latency to increase significantly. We will
// artificially throttle them to avoid this situation.
QVector<int> gfeVersion = NvHTTP::parseQuad(computer->gfeVersion);
if (gfeVersion.isEmpty() || // Very old versions don't have GfeVersion at all
gfeVersion[0] < 3 ||
(gfeVersion[0] == 3 && gfeVersion[1] < 14) ||
(gfeVersion[0] == 3 && gfeVersion[1] == 14 && gfeVersion[2] < 1)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"This older version of GFE requires input delay hack");
m_NeedsInputDelay = true;
}
// Initialize the gamepad mask with currently attached gamepads to avoid
// causing gamepads to unexpectedly disappear and reappear on the host
// during stream startup as we detect currently attached gamepads one at a time.
m_GamepadMask = getAttachedGamepadMask();
SDL_zero(m_GamepadState);
SDL_zero(m_TouchDownEvent);
SDL_zero(m_CumulativeDelta);
SDL_AtomicSet(&m_MouseDeltaX, 0);
SDL_AtomicSet(&m_MouseDeltaY, 0);
m_MouseMoveTimer = SDL_AddTimer(MOUSE_POLLING_INTERVAL, SdlInputHandler::mouseMoveTimerCallback, this);
}
SdlInputHandler::~SdlInputHandler()
{
for (int i = 0; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].haptic != nullptr) {
SDL_HapticClose(m_GamepadState[i].haptic);
}
if (m_GamepadState[i].controller != nullptr) {
SDL_GameControllerClose(m_GamepadState[i].controller);
}
}
SDL_RemoveTimer(m_MouseMoveTimer);
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
SDL_RemoveTimer(m_RightButtonReleaseTimer);
SDL_RemoveTimer(m_DragTimer);
SDL_QuitSubSystem(SDL_INIT_HAPTIC);
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
// Return background event handling to off
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
}
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
@@ -120,28 +143,24 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
(event->keysym.mod & KMOD_CTRL) &&
(event->keysym.mod & KMOD_ALT) &&
(event->keysym.mod & KMOD_SHIFT)) {
// Force raise all keys in the combo to avoid
// leaving them down after disconnecting
LiSendKeyboardEvent(0xA0, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA1, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA2, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA3, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA4, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA5, KEY_ACTION_UP, 0);
// 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");
// Uncapture the mouse to avoid processing any
// further keyboard input
SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_Event event;
"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);
@@ -150,15 +169,86 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
// Check for the unbind combo (Ctrl+Alt+Shift+Z)
else if (event->keysym.sym == SDLK_z) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo");
"Detected mouse capture toggle combo (SDLK)");
// Stop handling future input
SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
return;
}
else if (event->keysym.sym == SDLK_x) {
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;
}
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) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo (scancode)");
// Stop handling future input
SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
// 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)
else if (event->keysym.sym == SDLK_x) {
else if (event->keysym.scancode == SDL_SCANCODE_X) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo");
"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;
}
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;
}
}
@@ -384,6 +474,14 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
}
}
// 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,
@@ -409,6 +507,10 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
switch (event->button)
{
@@ -422,9 +524,11 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
button = BUTTON_RIGHT;
break;
case SDL_BUTTON_X1:
button = BUTTON_X1;
break;
case SDL_BUTTON_X2:
// Unsupported by GameStream
return;
button = BUTTON_X2;
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled button event: %d",
@@ -444,40 +548,15 @@ void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
// Not capturing
return;
}
short xdelta = (short)event->xrel;
short ydelta = (short)event->yrel;
// If we're sending more than one motion event per millisecond,
// delay for 1 ms to allow batching of mouse move events. On older
// versions of GFE, we will unconditionally wait this 1 ms to
// work around an input processing issue that causes massive mouse latency.
Uint32 currentTime = SDL_GetTicks();
if (m_NeedsInputDelay || !SDL_TICKS_PASSED(currentTime, m_LastMouseMotionTime + 1)) {
SDL_Delay(1);
currentTime = SDL_GetTicks();
}
m_LastMouseMotionTime = currentTime;
// Pump even if we didn't delay since we might get some extra events
SDL_PumpEvents();
// Batch all of the pending mouse motion events
SDL_Event nextEvent;
while (SDL_PeepEvents(&nextEvent,
1,
SDL_GETEVENT,
SDL_MOUSEMOTION,
SDL_MOUSEMOTION) == 1) {
// In theory, these can overflow but in practice
// it should be highly unlikely since it would require
// moving 64K pixels in 1 ms.
xdelta += nextEvent.motion.xrel;
ydelta += nextEvent.motion.yrel;
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
if (xdelta != 0 || ydelta != 0) {
LiSendMouseMoveEvent(xdelta, ydelta);
}
// 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)
@@ -486,6 +565,10 @@ void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
if (event->y != 0) {
LiSendScrollEvent((signed char)event->y);
@@ -523,6 +606,50 @@ void SdlInputHandler::sendGamepadState(GamepadState* state)
state->rsY);
}
Uint32 SdlInputHandler::releaseLeftButtonTimerCallback(Uint32, void*)
{
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
return 0;
}
Uint32 SdlInputHandler::releaseRightButtonTimerCallback(Uint32, void*)
{
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
return 0;
}
Uint32 SdlInputHandler::dragTimerCallback(Uint32, void *param)
{
auto me = reinterpret_cast<SdlInputHandler*>(param);
// Check how many fingers are down now to decide
// which button to hold down
if (me->m_NumFingersDown == 2) {
me->m_DragButton = BUTTON_RIGHT;
}
else if (me->m_NumFingersDown == 1) {
me->m_DragButton = BUTTON_LEFT;
}
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, me->m_DragButton);
return 0;
}
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;
}
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
{
GamepadState* state = findStateForGamepad(event->which);
@@ -579,6 +706,23 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
state->buttons &= ~k_ButtonMap[event->button];
}
// Handle Start+Select+L1+R1 as a gamepad quit combo
if (state->buttons == (PLAY_FLAG | BACK_FLAG | LB_FLAG | RB_FLAG)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit gamepad button combo");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
// Clear buttons down on this gameapd
LiSendMultiControllerEvent(state->index, m_GamepadMask,
0, 0, 0, 0, 0, 0, 0);
return;
}
sendGamepadState(state);
}
@@ -589,8 +733,26 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
if (event->type == SDL_CONTROLLERDEVICEADDED) {
int i;
const char* name;
SDL_GameController* controller;
const char* mapping;
char guidStr[33];
for (i = 0; i < MAX_GAMEPADS; i++) {
controller = SDL_GameControllerOpen(event->which);
if (controller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open gamepad: %s",
SDL_GetError());
return;
}
// We used to use SDL_GameControllerGetPlayerIndex() here but that
// 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++) {
if (m_GamepadState[i].controller == NULL) {
// Found an empty slot
break;
@@ -600,6 +762,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
if (i == MAX_GAMEPADS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"No open gamepad slots found!");
SDL_GameControllerClose(controller);
return;
}
@@ -611,26 +774,48 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
// Always player 1 in single controller mode
state->index = 0;
}
state->controller = SDL_GameControllerOpen(event->which);
if (state->controller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open gamepad: %s",
SDL_GetError());
return;
state->controller = controller;
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
state->hapticEffectId = -1;
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_NONE;
if (state->haptic != nullptr) {
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;
}
}
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
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",
"Gamepad %d (player %d) is: %s (%s -> %s)",
i,
state->index,
name != NULL ? name : "<null>");
name != nullptr ? name : "<null>",
guidStr,
mapping != nullptr ? mapping : "<null>");
if (mapping != nullptr) {
SDL_free((void*)mapping);
}
// Add this gamepad to the gamepad mask
if (m_MultiController) {
SDL_assert(!(m_GamepadMask & (1 << state->index)));
// 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 {
@@ -644,6 +829,9 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
state = findStateForGamepad(event->which);
if (state != NULL) {
SDL_GameControllerClose(state->controller);
if (state->haptic != nullptr) {
SDL_HapticClose(state->haptic);
}
// Remove this from the gamepad mask in MC-mode
if (m_MultiController) {
@@ -668,9 +856,225 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
}
}
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;
}
// 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);
}
}
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
{
int fingerIndex = -1;
// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
// or lower than those values as touch events continue for touches started within the client area that
// leave the client area during a drag motion.
// dx and dy are deltas from the last touch event, not the first touch down.
// Determine the index of this finger using our list
// of fingers that are currently active on screen.
// This is also required to handle finger up which
// where the finger will not be in SDL_GetTouchFinger()
// anymore.
if (event->type != SDL_FINGERDOWN) {
for (int i = 0; i < MAX_FINGERS; i++) {
if (event->fingerId == m_TouchDownEvent[i].fingerId) {
fingerIndex = i;
break;
}
}
}
else {
// Resolve the new finger by determining the ID of each
// finger on the display.
int numTouchFingers = SDL_GetNumTouchFingers(event->touchId);
for (int i = 0; i < numTouchFingers; i++) {
SDL_Finger* finger = SDL_GetTouchFinger(event->touchId, i);
SDL_assert(finger != nullptr);
if (finger != nullptr) {
if (finger->id == event->fingerId) {
fingerIndex = i;
break;
}
}
}
}
if (fingerIndex < 0 || fingerIndex >= MAX_FINGERS) {
// Too many fingers
return;
}
// Handle cursor motion based on the position of the
// primary finger on screen
if (fingerIndex == 0) {
// The event x and y values are relative to our window width
// and height. However, we want to scale them to be relative
// to the host resolution. Fortunately this is easy since we
// already have normalized values. We'll just multiply them
// by the stream dimensions to get real X and Y values rather
// than the client window dimensions.
short deltaX = static_cast<short>(event->dx * m_StreamWidth);
short deltaY = static_cast<short>(event->dy * m_StreamHeight);
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent(deltaX, deltaY);
}
}
// Start a drag timer when primary or secondary
// fingers go down
if (event->type == SDL_FINGERDOWN &&
(fingerIndex == 0 || fingerIndex == 1)) {
SDL_RemoveTimer(m_DragTimer);
m_DragTimer = SDL_AddTimer(DRAG_ACTIVATION_DELAY,
dragTimerCallback,
this);
}
if (event->type == SDL_FINGERMOTION) {
// Count the total cumulative dx/dy that the finger
// has moved.
m_CumulativeDelta[fingerIndex] += qAbs(event->x);
m_CumulativeDelta[fingerIndex] += qAbs(event->y);
// If it's outside the deadzone delta, cancel drags and taps
if (m_CumulativeDelta[fingerIndex] > DEAD_ZONE_DELTA) {
SDL_RemoveTimer(m_DragTimer);
m_DragTimer = 0;
// This effectively cancels the tap logic below
m_TouchDownEvent[fingerIndex].timestamp = 0;
}
}
if (event->type == SDL_FINGERUP) {
// Cancel the drag timer on finger up
SDL_RemoveTimer(m_DragTimer);
m_DragTimer = 0;
// Release any drag
if (m_DragButton != 0) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, m_DragButton);
m_DragButton = 0;
}
// 2 finger tap
else if (event->timestamp - m_TouchDownEvent[1].timestamp < 250) {
// Zero timestamp of the primary finger to ensure we won't
// generate a left click if the primary finger comes up soon.
m_TouchDownEvent[0].timestamp = 0;
// Press down the right mouse button
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
// Queue a timer to release it in 100 ms
SDL_RemoveTimer(m_RightButtonReleaseTimer);
m_RightButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
releaseRightButtonTimerCallback,
nullptr);
}
// 1 finger tap
else if (event->timestamp - m_TouchDownEvent[0].timestamp < 250) {
// Press down the left mouse button
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
// Queue a timer to release it in 100 ms
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
m_LeftButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
releaseLeftButtonTimerCallback,
nullptr);
}
}
m_NumFingersDown = SDL_GetNumTouchFingers(event->touchId);
if (event->type == SDL_FINGERDOWN) {
m_TouchDownEvent[fingerIndex] = *event;
m_CumulativeDelta[fingerIndex] = 0;
}
else if (event->type == SDL_FINGERUP) {
m_TouchDownEvent[fingerIndex] = {};
}
}
int SdlInputHandler::getAttachedGamepadMask()
{
int i;
int count;
int mask;
@@ -680,7 +1084,7 @@ int SdlInputHandler::getAttachedGamepadMask()
}
count = mask = 0;
for (i = 0; i < SDL_NumJoysticks(); i++) {
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
mask |= (1 << count++);
}
@@ -688,3 +1092,78 @@ int SdlInputHandler::getAttachedGamepadMask()
return mask;
}
void SdlInputHandler::raiseAllKeys()
{
if (m_KeysDown.isEmpty()) {
return;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Raising %d keys",
m_KeysDown.count());
for (auto keyDown : m_KeysDown) {
LiSendKeyboardEvent(keyDown, KEY_ACTION_UP, 0);
}
m_KeysDown.clear();
}
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;
}
+104
View File
@@ -0,0 +1,104 @@
#pragma once
#include "settings/streamingpreferences.h"
#include "backend/computermanager.h"
#include <SDL.h>
struct GamepadState {
SDL_GameController* controller;
SDL_JoystickID jsId;
SDL_Haptic* haptic;
int hapticMethod;
int hapticEffectId;
short index;
short buttons;
short lsX, lsY;
short rsX, rsY;
unsigned char lt, rt;
};
#define MAX_GAMEPADS 4
#define MAX_FINGERS 2
#define GAMEPAD_HAPTIC_METHOD_NONE 0
#define GAMEPAD_HAPTIC_METHOD_LEFTRIGHT 1
#define GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE 2
#define GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT 0.33
#define GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT 0.8
class SdlInputHandler
{
public:
explicit SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer,
int streamWidth, int streamHeight);
~SdlInputHandler();
void handleKeyEvent(SDL_KeyboardEvent* event);
void handleMouseButtonEvent(SDL_MouseButtonEvent* event);
void handleMouseMotionEvent(SDL_MouseMotionEvent* event);
void handleMouseWheelEvent(SDL_MouseWheelEvent* event);
void handleControllerAxisEvent(SDL_ControllerAxisEvent* event);
void handleControllerButtonEvent(SDL_ControllerButtonEvent* event);
void handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event);
void handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event);
void rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
void handleTouchFingerEvent(SDL_TouchFingerEvent* event);
int getAttachedGamepadMask();
void raiseAllKeys();
static
QString getUnmappedGamepads();
private:
GamepadState*
findStateForGamepad(SDL_JoystickID id);
void sendGamepadState(GamepadState* state);
static
Uint32 releaseLeftButtonTimerCallback(Uint32 interval, void* param);
static
Uint32 releaseRightButtonTimerCallback(Uint32 interval, void* param);
static
Uint32 dragTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
bool m_MultiController;
SDL_TimerID m_MouseMoveTimer;
SDL_atomic_t m_MouseDeltaX;
SDL_atomic_t m_MouseDeltaY;
int m_GamepadMask;
GamepadState m_GamepadState[MAX_GAMEPADS];
QSet<short> m_KeysDown;
SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
float m_CumulativeDelta[MAX_FINGERS];
SDL_TimerID m_LeftButtonReleaseTimer;
SDL_TimerID m_RightButtonReleaseTimer;
SDL_TimerID m_DragTimer;
char m_DragButton;
int m_NumFingersDown;
int m_StreamWidth;
int m_StreamHeight;
static const int k_ButtonMap[];
};
-57
View File
@@ -1,57 +0,0 @@
#pragma once
#include "settings/streamingpreferences.h"
#include "backend/computermanager.h"
#include <SDL.h>
struct GamepadState {
SDL_GameController* controller;
SDL_JoystickID jsId;
short index;
short buttons;
short lsX, lsY;
short rsX, rsY;
unsigned char lt, rt;
};
#define MAX_GAMEPADS 4
class SdlInputHandler
{
public:
explicit SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer);
~SdlInputHandler();
void handleKeyEvent(SDL_KeyboardEvent* event);
void handleMouseButtonEvent(SDL_MouseButtonEvent* event);
void handleMouseMotionEvent(SDL_MouseMotionEvent* event);
void handleMouseWheelEvent(SDL_MouseWheelEvent* event);
void handleControllerAxisEvent(SDL_ControllerAxisEvent* event);
void handleControllerButtonEvent(SDL_ControllerButtonEvent* event);
void handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event);
int getAttachedGamepadMask();
private:
GamepadState*
findStateForGamepad(SDL_JoystickID id);
void sendGamepadState(GamepadState* state);
Uint32 m_LastMouseMotionTime;
bool m_MultiController;
bool m_NeedsInputDelay;
int m_GamepadMask;
GamepadState m_GamepadState[MAX_GAMEPADS];
static const int k_ButtonMap[];
};
+355 -245
View File
@@ -1,4 +1,4 @@
#include "session.hpp"
#include "session.h"
#include "settings/streamingpreferences.h"
#include "streaming/streamutils.h"
@@ -6,18 +6,12 @@
#include <SDL.h>
#include "utils.h"
// HACK: Need to call SetThreadExecutionState() because SDL doesn't
#ifdef Q_OS_WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#endif
#ifdef HAVE_FFMPEG
#include "video/ffmpeg.h"
#endif
#ifdef HAVE_SLVIDEO
#include "video/sl.h"
#include "video/slvid.h"
#endif
#ifdef Q_OS_WIN32
@@ -44,7 +38,9 @@ CONNECTION_LISTENER_CALLBACKS Session::k_ConnCallbacks = {
Session::clConnectionTerminated,
nullptr,
nullptr,
Session::clLogMessage
Session::clLogMessage,
Session::clRumble,
Session::clConnectionStatusUpdate
};
AUDIO_RENDERER_CALLBACKS Session::k_AudioCallbacks = {
@@ -79,7 +75,11 @@ void Session::clStageFailed(int stage, long errorCode)
void Session::clConnectionTerminated(long errorCode)
{
emit s_ActiveSession->displayLaunchError("Connection terminated");
// Display the termination dialog if this was not intended
if (errorCode != 0) {
s_ActiveSession->m_UnexpectedTermination = true;
emit s_ActiveSession->displayLaunchError("Connection terminated");
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Connection terminated: %ld",
@@ -104,14 +104,57 @@ void Session::clLogMessage(const char* format, ...)
va_end(ap);
}
#define CALL_INITIALIZE(dec) (dec)->initialize(vds, window, videoFormat, width, height, frameRate, enableVsync)
void Session::clRumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
{
// The input handler can be closed during the stream if LiStopConnection() hasn't completed yet
// but the stream has been stopped by the user. In this case, just discard the rumble.
SDL_AtomicLock(&s_ActiveSession->m_InputHandlerLock);
if (s_ActiveSession->m_InputHandler != nullptr) {
s_ActiveSession->m_InputHandler->rumble(controllerNumber, lowFreqMotor, highFreqMotor);
}
SDL_AtomicUnlock(&s_ActiveSession->m_InputHandlerLock);
}
void Session::clConnectionStatusUpdate(int connectionStatus)
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Connection status update: %d",
connectionStatus);
if (!s_ActiveSession->m_Preferences->connectionWarnings) {
return;
}
switch (connectionStatus)
{
case CONN_STATUS_POOR:
if (s_ActiveSession->m_StreamConfig.bitrate > 5000) {
strcpy(s_ActiveSession->m_OverlayManager.getOverlayText(Overlay::OverlayStatusUpdate), "Slow connection to PC\nReduce your bitrate");
}
else {
strcpy(s_ActiveSession->m_OverlayManager.getOverlayText(Overlay::OverlayStatusUpdate), "Poor connection to PC");
}
s_ActiveSession->m_OverlayManager.setOverlayTextUpdated(Overlay::OverlayStatusUpdate);
s_ActiveSession->m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, true);
break;
case CONN_STATUS_OKAY:
s_ActiveSession->m_OverlayManager.setOverlayState(Overlay::OverlayStatusUpdate, false);
break;
}
}
#define CALL_INITIALIZE(dec) (dec)->initialize(vds, window, videoFormat, width, height, frameRate, enableVsync, enableFramePacing)
bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window, int videoFormat, int width, int height,
int frameRate, bool enableVsync, IVideoDecoder*& chosenDecoder)
int frameRate, bool enableVsync, bool enableFramePacing, bool testOnly, IVideoDecoder*& chosenDecoder)
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-sync %s",
enableVsync ? "enabled" : "disabled");
#ifdef HAVE_SLVIDEO
chosenDecoder = new SLVideoDecoder();
chosenDecoder = new SLVideoDecoder(testOnly);
if (CALL_INITIALIZE(chosenDecoder)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"SLVideo video decoder chosen");
@@ -126,7 +169,7 @@ bool Session::chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
#endif
#ifdef HAVE_FFMPEG
chosenDecoder = new FFmpegVideoDecoder();
chosenDecoder = new FFmpegVideoDecoder(testOnly);
if (CALL_INITIALIZE(chosenDecoder)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"FFmpeg-based video decoder chosen");
@@ -170,105 +213,74 @@ int Session::drSubmitDecodeUnit(PDECODE_UNIT du)
// Use a lock since we'll be yanking this decoder out
// from underneath the session when we initiate destruction.
// We need to destroy the decoder on the main thread to satisfy
// some API constraints (like DXVA2).
// some API constraints (like DXVA2). If we can't acquire it,
// that means the decoder is about to be destroyed, so we can
// safely return DR_OK and wait for m_NeedsIdr to be set by
// the decoder reinitialization code.
SDL_AtomicLock(&s_ActiveSession->m_DecoderLock);
if (SDL_AtomicTryLock(&s_ActiveSession->m_DecoderLock)) {
if (s_ActiveSession->m_NeedsIdr) {
// If we reset our decoder, we'll need to request an IDR frame
s_ActiveSession->m_NeedsIdr = false;
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
return DR_NEED_IDR;
}
if (s_ActiveSession->m_NeedsIdr) {
// If we reset our decoder, we'll need to request an IDR frame
s_ActiveSession->m_NeedsIdr = false;
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
return DR_NEED_IDR;
}
IVideoDecoder* decoder = s_ActiveSession->m_VideoDecoder;
if (decoder != nullptr) {
int ret = decoder->submitDecodeUnit(du);
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
return ret;
IVideoDecoder* decoder = s_ActiveSession->m_VideoDecoder;
if (decoder != nullptr) {
int ret = decoder->submitDecodeUnit(du);
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
return ret;
}
else {
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
return DR_OK;
}
}
else {
SDL_AtomicUnlock(&s_ActiveSession->m_DecoderLock);
// Decoder is going away. Ignore anything coming in until
// the lock is released.
return DR_OK;
}
}
bool Session::isHardwareDecodeAvailable(StreamingPreferences::VideoDecoderSelection vds,
bool Session::isHardwareDecodeAvailable(SDL_Window* window,
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate)
{
IVideoDecoder* decoder;
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, false, true, decoder)) {
return false;
}
SDL_Window* window = SDL_CreateWindow("", 0, 0, width, height, SDL_WINDOW_HIDDEN);
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, decoder)) {
SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
SDL_DestroyWindow(window);
bool ret = decoder->isHardwareAccelerated();
delete decoder;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return ret;
}
int Session::getDecoderCapabilities(StreamingPreferences::VideoDecoderSelection vds,
int Session::getDecoderCapabilities(SDL_Window* window,
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate)
{
IVideoDecoder* decoder;
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, false, true, decoder)) {
return false;
}
SDL_Window* window = SDL_CreateWindow("", 0, 0, width, height, SDL_WINDOW_HIDDEN);
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
if (!chooseDecoder(vds, window, videoFormat, width, height, frameRate, true, decoder)) {
SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
SDL_DestroyWindow(window);
int caps = decoder->getDecoderCapabilities();
delete decoder;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return caps;
}
Session::Session(NvComputer* computer, NvApp& app)
: m_Computer(computer),
Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences)
: m_Preferences(preferences ? preferences : new StreamingPreferences(this)),
m_Computer(computer),
m_App(app),
m_Window(nullptr),
m_VideoDecoder(nullptr),
@@ -278,15 +290,37 @@ Session::Session(NvComputer* computer, NvApp& app)
m_DisplayOriginX(0),
m_DisplayOriginY(0),
m_PendingWindowedTransition(false),
m_UnexpectedTermination(true), // Failure prior to streaming is unexpected
m_InputHandler(nullptr),
m_InputHandlerLock(0),
m_OpusDecoder(nullptr),
m_AudioRenderer(nullptr),
m_AudioRendererLock(0)
m_AudioSampleCount(0),
m_DropAudioEndTime(0)
{
}
void Session::initialize()
// NB: This may not get destroyed for a long time! Don't put any vital cleanup here.
// Use Session::exec() or DeferredSessionCleanupTask instead.
Session::~Session()
{
// Acquire session semaphore to ensure all cleanup is done before the destructor returns
// and the object is deallocated.
s_ActiveSessionSemaphore.acquire();
s_ActiveSessionSemaphore.release();
}
bool Session::initialize()
{
// Create a hidden window to use for decoder initialization tests
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720, SDL_WINDOW_HIDDEN);
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
return false;
}
qInfo() << "Server GPU:" << m_Computer->gpuModel;
qInfo() << "Server GFE version:" << m_Computer->gfeVersion;
@@ -294,9 +328,6 @@ void Session::initialize()
m_VideoCallbacks.setup = drSetup;
m_VideoCallbacks.submitDecodeUnit = drSubmitDecodeUnit;
// Submit for decode without using a separate thread
m_VideoCallbacks.capabilities |= CAPABILITY_DIRECT_SUBMIT;
// Slice up to 4 times for parallel decode, once slice per core
int slices = qMin(MAX_SLICES, SDL_GetCPUCount());
m_VideoCallbacks.capabilities |= CAPABILITY_SLICES_PER_FRAME(slices);
@@ -305,11 +336,13 @@ void Session::initialize()
slices);
LiInitializeStreamConfiguration(&m_StreamConfig);
m_StreamConfig.width = m_Preferences.width;
m_StreamConfig.height = m_Preferences.height;
m_StreamConfig.fps = m_Preferences.fps;
m_StreamConfig.bitrate = m_Preferences.bitrateKbps;
m_StreamConfig.width = m_Preferences->width;
m_StreamConfig.height = m_Preferences->height;
m_StreamConfig.fps = m_Preferences->fps;
m_StreamConfig.bitrate = m_Preferences->bitrateKbps;
m_StreamConfig.hevcBitratePercentageMultiplier = 75;
m_StreamConfig.streamingRemotely = STREAM_CFG_AUTO;
m_StreamConfig.packetSize = 1392;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Video bitrate: %d kbps",
@@ -321,16 +354,12 @@ void Session::initialize()
// Only the first 4 bytes are populated in the RI key IV
RAND_bytes(reinterpret_cast<unsigned char*>(m_StreamConfig.remoteInputAesIv), 4);
switch (m_Preferences.audioConfig)
switch (m_Preferences->audioConfig)
{
case StreamingPreferences::AC_AUTO:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Autodetecting audio configuration");
m_StreamConfig.audioConfiguration = detectAudioConfiguration();
break;
case StreamingPreferences::AC_FORCE_STEREO:
case StreamingPreferences::AC_STEREO:
m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_STEREO;
break;
case StreamingPreferences::AC_FORCE_SURROUND:
case StreamingPreferences::AC_51_SURROUND:
m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_51_SURROUND;
break;
}
@@ -339,26 +368,33 @@ void Session::initialize()
"Audio configuration: %d",
m_StreamConfig.audioConfiguration);
switch (m_Preferences.videoCodecConfig)
switch (m_Preferences->videoCodecConfig)
{
case StreamingPreferences::VCC_AUTO:
// TODO: Determine if HEVC is better depending on the decoder
m_StreamConfig.supportsHevc =
isHardwareDecodeAvailable(m_Preferences.videoDecoderSelection,
isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
// Oddly enough, the H.264 encoder on my GTX 1080 is actually more
// performant than the HEVC encoder (especially because split frame encode
// is disabled for HEVC by moonlight-common-c). Use H.264 for 1440p 100 FPS and above.
if (m_StreamConfig.width * m_StreamConfig.height * m_StreamConfig.fps >= 2560 * 1440 * 100) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Preferring H.264 for higher performance");
m_StreamConfig.supportsHevc = false;
#ifdef Q_OS_DARWIN
{
// Prior to GFE 3.11, GFE did not allow us to constrain
// the number of reference frames, so we have to fixup the SPS
// to allow decoding via VideoToolbox on macOS. Since we don't
// have fixup code for HEVC, just avoid it if GFE is too old.
QVector<int> gfeVersion = NvHTTP::parseQuad(m_Computer->gfeVersion);
if (gfeVersion.isEmpty() || // Very old versions don't have GfeVersion at all
gfeVersion[0] < 3 ||
(gfeVersion[0] == 3 && gfeVersion[1] < 11)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Disabling HEVC on macOS due to old GFE version");
m_StreamConfig.supportsHevc = false;
}
}
#endif
m_StreamConfig.enableHdr = false;
break;
case StreamingPreferences::VCC_FORCE_H264:
@@ -375,21 +411,16 @@ void Session::initialize()
break;
}
if (m_Computer->activeAddress == m_Computer->remoteAddress) {
m_StreamConfig.streamingRemotely = 1;
}
else {
m_StreamConfig.streamingRemotely = 0;
}
// Add the capability flags from the chosen decoder/renderer
// Requires m_StreamConfig.supportsHevc to be initialized
m_VideoCallbacks.capabilities |= getDecoderCapabilities(testWindow,
m_Preferences->videoDecoderSelection,
m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
if (m_Computer->activeAddress == m_Computer->localAddress) {
m_StreamConfig.packetSize = 1392;
}
else {
m_StreamConfig.packetSize = 1024;
}
switch (m_Preferences.windowMode)
switch (m_Preferences->windowMode)
{
case StreamingPreferences::WM_FULLSCREEN_DESKTOP:
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN_DESKTOP;
@@ -399,6 +430,14 @@ void Session::initialize()
m_FullScreenFlag = SDL_WINDOW_FULLSCREEN;
break;
}
// Check for validation errors/warnings and emit
// signals for them, if appropriate
bool ret = validateLaunch(testWindow);
SDL_DestroyWindow(testWindow);
return ret;
}
void Session::emitLaunchWarning(QString text)
@@ -417,32 +456,33 @@ void Session::emitLaunchWarning(QString text)
}
}
bool Session::validateLaunch()
bool Session::validateLaunch(SDL_Window* testWindow)
{
QStringList warningList;
if (m_Preferences.videoDecoderSelection == StreamingPreferences::VDS_FORCE_SOFTWARE) {
if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_FORCE_SOFTWARE) {
emitLaunchWarning("Your settings selection to force software decoding may cause poor streaming performance.");
}
if (m_Preferences.unsupportedFps && m_StreamConfig.fps > 60) {
if (m_Preferences->unsupportedFps && m_StreamConfig.fps > 60) {
emitLaunchWarning("Using unsupported FPS options may cause stuttering or lag.");
if (m_Preferences.enableVsync) {
if (m_Preferences->enableVsync) {
emitLaunchWarning("V-sync will be disabled when streaming at a higher frame rate than the display.");
}
}
if (m_StreamConfig.supportsHevc) {
bool hevcForced = m_Preferences.videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC ||
m_Preferences.videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC_HDR;
bool hevcForced = m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC ||
m_Preferences->videoCodecConfig == StreamingPreferences::VCC_FORCE_HEVC_HDR;
if (!isHardwareDecodeAvailable(m_Preferences.videoDecoderSelection,
if (!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps) &&
m_Preferences.videoDecoderSelection == StreamingPreferences::VDS_AUTO) {
m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_AUTO) {
if (hevcForced) {
emitLaunchWarning("Using software decoding due to your selection to force HEVC without GPU support. This may cause poor streaming performance.");
}
@@ -478,7 +518,8 @@ bool Session::validateLaunch()
emitLaunchWarning("Your host PC GPU doesn't support HDR streaming. "
"A GeForce GTX 1000-series (Pascal) or later GPU is required for HDR streaming.");
}
else if (!isHardwareDecodeAvailable(m_Preferences.videoDecoderSelection,
else if (!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
VIDEO_FORMAT_H265_MAIN10,
m_StreamConfig.width,
m_StreamConfig.height,
@@ -501,30 +542,39 @@ bool Session::validateLaunch()
m_StreamConfig.width = 1920;
m_StreamConfig.height = 1080;
}
// This list is sorted from least to greatest
else if (m_Computer->displayModes.last().width < 3840 ||
(m_Computer->displayModes.last().refreshRate < 60 && m_StreamConfig.fps >= 60)) {
emitLaunchWarning("Your host PC GPU doesn't support 4K streaming. "
"A GeForce GTX 900-series (Maxwell) or later GPU is required for 4K streaming.");
}
m_StreamConfig.width = 1920;
m_StreamConfig.height = 1080;
// Test if audio works at the specified audio configuration
bool audioTestPassed = testAudio(m_StreamConfig.audioConfiguration);
// Gracefully degrade to stereo if 5.1 doesn't work
if (!audioTestPassed && m_StreamConfig.audioConfiguration == AUDIO_CONFIGURATION_51_SURROUND) {
audioTestPassed = testAudio(AUDIO_CONFIGURATION_STEREO);
if (audioTestPassed) {
m_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_STEREO;
emitLaunchWarning("5.1 surround sound is not supported by the current audio device.");
}
}
// Test that audio hardware is functional
m_AudioDisabled = !testAudio(m_StreamConfig.audioConfiguration);
// If nothing worked, warn the user that audio will not work
m_AudioDisabled = !audioTestPassed;
if (m_AudioDisabled) {
emitLaunchWarning("Failed to open audio device. Audio will be unavailable during this session.");
}
if (m_Preferences.videoDecoderSelection == StreamingPreferences::VDS_FORCE_HARDWARE &&
!isHardwareDecodeAvailable(m_Preferences.videoDecoderSelection,
// Check for unmapped gamepads
if (!SdlInputHandler::getUnmappedGamepads().isEmpty()) {
emitLaunchWarning("An attached gamepad has no mapping and won't be usable. Visit the Moonlight help to resolve this.");
}
if (m_Preferences->videoDecoderSelection == StreamingPreferences::VDS_FORCE_HARDWARE &&
!isHardwareDecodeAvailable(testWindow,
m_Preferences->videoDecoderSelection,
m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps)) {
if (m_Preferences.videoCodecConfig == StreamingPreferences::VCC_AUTO) {
if (m_Preferences->videoCodecConfig == StreamingPreferences::VCC_AUTO) {
emit displayLaunchError("Your selection to force hardware decoding cannot be satisfied due to missing hardware decoding support on this PC's GPU.");
}
else {
@@ -535,38 +585,71 @@ bool Session::validateLaunch()
return false;
}
// Add the capability flags from the chosen decoder/renderer
m_VideoCallbacks.capabilities |= getDecoderCapabilities(m_Preferences.videoDecoderSelection,
m_StreamConfig.supportsHevc ? VIDEO_FORMAT_H265 : VIDEO_FORMAT_H264,
m_StreamConfig.width,
m_StreamConfig.height,
m_StreamConfig.fps);
return true;
}
class DeferredSessionCleanupTask : public QRunnable
{
void run() override
{
// Finish cleanup of the connection state
LiStopConnection();
public:
DeferredSessionCleanupTask(Session* session) :
m_Session(session) {}
private:
virtual ~DeferredSessionCleanupTask() override
{
// Allow another session to start now that we're cleaned up
Session::s_ActiveSession = nullptr;
Session::s_ActiveSessionSemaphore.release();
}
void run() override
{
// Only quit the running app if our session terminated gracefully
bool shouldQuit =
!m_Session->m_UnexpectedTermination &&
m_Session->m_Preferences->quitAppAfter;
// Notify the UI
if (shouldQuit) {
emit m_Session->quitStarting();
}
else {
emit m_Session->sessionFinished();
}
// Finish cleanup of the connection state
LiStopConnection();
// Perform a best-effort app quit
if (shouldQuit) {
NvHTTP http(m_Session->m_Computer->activeAddress, m_Session->m_Computer->serverCert);
// Logging is already done inside NvHTTP
try {
http.quitApp();
} catch (const GfeHttpResponseException&) {
} catch (const QtNetworkReplyException&) {
}
// Session is finished now
emit m_Session->sessionFinished();
}
}
Session* m_Session;
};
void Session::getWindowDimensions(int& x, int& y,
int& width, int& height)
{
int displayIndex = 0;
bool fullScreen;
if (m_Window != nullptr) {
displayIndex = SDL_GetWindowDisplayIndex(m_Window);
SDL_assert(displayIndex >= 0);
fullScreen = (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN);
}
// Create our window on the same display that Qt's UI
// was being displayed on.
@@ -593,10 +676,16 @@ void Session::getWindowDimensions(int& x, int& y,
i, SDL_GetError());
}
}
fullScreen = (m_Preferences->windowMode != StreamingPreferences::WM_WINDOWED);
}
SDL_Rect usableBounds;
if (SDL_GetDisplayUsableBounds(displayIndex, &usableBounds) == 0) {
if (fullScreen && SDL_GetDisplayBounds(displayIndex, &usableBounds) == 0) {
width = usableBounds.w;
height = usableBounds.h;
}
else if (SDL_GetDisplayUsableBounds(displayIndex, &usableBounds) == 0) {
width = usableBounds.w;
height = usableBounds.h;
@@ -681,9 +770,13 @@ void Session::updateOptimalWindowDisplayMode()
bestMode = desktopMode;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Chosen best display mode: %dx%dx%d",
bestMode.w, bestMode.h, bestMode.refresh_rate);
if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
// Only print when the window is actually in full-screen exclusive mode,
// otherwise we're not actually using the mode we've set here
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Chosen best display mode: %dx%dx%d",
bestMode.w, bestMode.h, bestMode.refresh_rate);
}
SDL_SetWindowDisplayMode(m_Window, &bestMode);
}
@@ -713,11 +806,8 @@ void Session::exec(int displayOriginX, int displayOriginY)
// Complete initialization in this deferred context to avoid
// calling expensive functions in the constructor (during the
// process of loading the StreamSegue).
initialize();
// Check for validation errors/warnings and emit
// signals for them, if appropriate
if (!validateLaunch()) {
if (!initialize()) {
emit sessionFinished();
return;
}
@@ -738,13 +828,18 @@ void Session::exec(int displayOriginX, int displayOriginY)
// Initialize the gamepad code with our preferences
StreamingPreferences prefs;
SdlInputHandler inputHandler(prefs, m_Computer);
m_InputHandler = new SdlInputHandler(prefs, m_Computer,
m_StreamConfig.width,
m_StreamConfig.height);
// The UI should have ensured the old game was already quit
// if we decide to stream a different game.
Q_ASSERT(m_Computer->currentGameId == 0 ||
m_Computer->currentGameId == m_App.id);
// SOPS will set all settings to 720p60 if it doesn't recognize
// the chosen resolution. Avoid that by disabling SOPS when it
// is not streaming a supported resolution.
bool enableGameOptimizations = false;
for (const NvDisplayMode &mode : m_Computer->displayModes) {
if (mode.width == m_StreamConfig.width &&
@@ -758,7 +853,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
}
try {
NvHTTP http(m_Computer->activeAddress);
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
if (m_Computer->currentGameId != 0) {
http.resumeApp(&m_StreamConfig);
}
@@ -766,21 +861,19 @@ void Session::exec(int displayOriginX, int displayOriginY)
http.launchApp(m_App.id, &m_StreamConfig,
enableGameOptimizations,
prefs.playAudioOnHost,
inputHandler.getAttachedGamepadMask());
m_InputHandler->getAttachedGamepadMask());
}
} catch (const GfeHttpResponseException& e) {
emit displayLaunchError(e.toQString());
s_ActiveSessionSemaphore.release();
delete m_InputHandler;
m_InputHandler = nullptr;
emit displayLaunchError("GeForce Experience returned error: " + e.toQString());
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
SDL_assert(!SDL_WasInit(SDL_INIT_VIDEO));
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
emit displayLaunchError(QString::fromLocal8Bit(SDL_GetError()));
s_ActiveSessionSemaphore.release();
} catch (const QtNetworkReplyException& e) {
delete m_InputHandler;
m_InputHandler = nullptr;
emit displayLaunchError(e.toQString());
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
@@ -807,8 +900,9 @@ void Session::exec(int displayOriginX, int displayOriginY)
if (err != 0) {
// We already displayed an error dialog in the stage failure
// listener.
SDL_QuitSubSystem(SDL_INIT_VIDEO);
s_ActiveSessionSemaphore.release();
delete m_InputHandler;
m_InputHandler = nullptr;
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
@@ -829,15 +923,37 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateWindow() failed: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
s_ActiveSessionSemaphore.release();
delete m_InputHandler;
m_InputHandler = nullptr;
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
QSvgRenderer svgIconRenderer(QString(":/res/moonlight.svg"));
QImage svgImage(ICON_SIZE, ICON_SIZE, QImage::Format_RGBA8888);
svgImage.fill(0);
QPainter svgPainter(&svgImage);
svgIconRenderer.render(&svgPainter);
SDL_Surface* iconSurface = SDL_CreateRGBSurfaceWithFormatFrom((void*)svgImage.constBits(),
svgImage.width(),
svgImage.height(),
32,
4 * svgImage.width(),
SDL_PIXELFORMAT_RGBA32);
#ifndef Q_OS_DARWIN
// Other platforms seem to preserve our Qt icon when creating a new window.
if (iconSurface != nullptr) {
// This must be called before entering full-screen mode on Windows
// or our icon will not persist when toggling to windowed mode
SDL_SetWindowIcon(m_Window, iconSurface);
}
#endif
// For non-full screen windows, call getWindowDimensions()
// again after creating a window to allow it to account
// for window chrome size.
if (m_Preferences.windowMode == StreamingPreferences::WM_WINDOWED) {
if (m_Preferences->windowMode == StreamingPreferences::WM_WINDOWED) {
getWindowDimensions(x, y, width, height);
// We must set the size before the position because centering
@@ -857,30 +973,11 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_SetWindowFullscreen(m_Window, m_FullScreenFlag);
}
QSvgRenderer svgIconRenderer(QString(":/res/moonlight.svg"));
QImage svgImage(ICON_SIZE, ICON_SIZE, QImage::Format_RGBA8888);
svgImage.fill(0);
QPainter svgPainter(&svgImage);
svgIconRenderer.render(&svgPainter);
SDL_Surface* iconSurface = SDL_CreateRGBSurfaceWithFormatFrom((void*)svgImage.constBits(),
svgImage.width(),
svgImage.height(),
32,
4 * svgImage.width(),
SDL_PIXELFORMAT_RGBA32);
#ifndef Q_OS_DARWIN
// Other platforms seem to preserve our Qt icon when creating a new window
if (iconSurface != nullptr) {
SDL_SetWindowIcon(m_Window, iconSurface);
}
#endif
#ifndef QT_DEBUG
// Capture the mouse by default on release builds only.
// This prevents the mouse from becoming trapped inside
// Moonlight when it's halted at a debug break.
if (m_Preferences.windowMode != StreamingPreferences::WM_WINDOWED) {
if (m_Preferences->windowMode != StreamingPreferences::WM_WINDOWED) {
SDL_SetRelativeMouseMode(SDL_TRUE);
}
#endif
@@ -894,27 +991,17 @@ void Session::exec(int displayOriginX, int displayOriginY)
// Disable the screen saver
SDL_DisableScreenSaver();
#ifdef Q_OS_WIN32
// HACK: SDL doesn't call this, so we must do so to disable the
// screensaver when we're in windowed mode. DirectX will disable
// it for us when we're in full-screen exclusive mode.
SetThreadExecutionState(ES_CONTINUOUS | ES_DISPLAY_REQUIRED);
#endif
// Set timer resolution to 1 ms on Windows for greater
// sleep precision and more accurate callback timing.
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "1");
// Raise the priority of the main thread, since it handles
// time-sensitive video rendering
if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Unable to set main thread to high priority: %s",
SDL_GetError());
}
int currentDisplayIndex = SDL_GetWindowDisplayIndex(m_Window);
// Now that we're about to stream, any SDL_QUIT event is expected
// unless it comes from the connection termination callback where
// (m_UnexpectedTermination is set back to true).
m_UnexpectedTermination = false;
// Hijack this thread to be the SDL main thread. We have to do this
// because we want to suspend all Qt processing until the stream is over.
SDL_Event event;
@@ -978,13 +1065,19 @@ void Session::exec(int displayOriginX, int displayOriginY)
}
#endif
// Release mouse cursor when another window is activated (e.g. by using ALT+TAB).
// This lets user to interact with our window's title bar and with the buttons in it.
// Doing this while the window is full-screen breaks the transition out of FS
// (desktop and exclusive), so we must check for that before releasing mouse capture.
if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST &&
!(SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN)) {
SDL_SetRelativeMouseMode(SDL_FALSE);
if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) {
// Release mouse cursor when another window is activated (e.g. by using ALT+TAB).
// This lets user to interact with our window's title bar and with the buttons in it.
// Doing this while the window is full-screen breaks the transition out of FS
// (desktop and exclusive), so we must check for that before releasing mouse capture.
if (!(SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN)) {
SDL_SetRelativeMouseMode(SDL_FALSE);
}
// Raise all keys that are currently pressed. If we don't do this, certain keys
// used in shortcuts that cause focus loss (such as Alt+Tab) may get stuck down.
m_InputHandler->raiseAllKeys();
}
// We want to recreate the decoder for resizes (full-screen toggles) and the initial shown event.
@@ -1043,7 +1136,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
// forcefully disable V-sync to allow the stream to render faster
// than the display.
int displayHz = StreamUtils::getDisplayRefreshRate(m_Window);
bool enableVsync = m_Preferences.enableVsync;
bool enableVsync = m_Preferences->enableVsync;
if (displayHz + 5 < m_StreamConfig.fps) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Disabling V-sync because refresh rate limit exceeded");
@@ -1052,10 +1145,12 @@ void Session::exec(int displayOriginX, int displayOriginY)
// Choose a new decoder (hopefully the same one, but possibly
// not if a GPU was removed or something).
if (!chooseDecoder(m_Preferences.videoDecoderSelection,
if (!chooseDecoder(m_Preferences->videoDecoderSelection,
m_Window, m_ActiveVideoFormat, m_ActiveVideoWidth,
m_ActiveVideoHeight, m_ActiveVideoFrameRate,
enableVsync,
enableVsync && m_Preferences->framePacing,
false,
s_ActiveSession->m_VideoDecoder)) {
SDL_AtomicUnlock(&m_DecoderLock);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -1073,67 +1168,82 @@ void Session::exec(int displayOriginX, int displayOriginY)
case SDL_KEYUP:
case SDL_KEYDOWN:
inputHandler.handleKeyEvent(&event.key);
m_InputHandler->handleKeyEvent(&event.key);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
inputHandler.handleMouseButtonEvent(&event.button);
m_InputHandler->handleMouseButtonEvent(&event.button);
break;
case SDL_MOUSEMOTION:
inputHandler.handleMouseMotionEvent(&event.motion);
m_InputHandler->handleMouseMotionEvent(&event.motion);
break;
case SDL_MOUSEWHEEL:
inputHandler.handleMouseWheelEvent(&event.wheel);
m_InputHandler->handleMouseWheelEvent(&event.wheel);
break;
case SDL_CONTROLLERAXISMOTION:
inputHandler.handleControllerAxisEvent(&event.caxis);
m_InputHandler->handleControllerAxisEvent(&event.caxis);
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
inputHandler.handleControllerButtonEvent(&event.cbutton);
m_InputHandler->handleControllerButtonEvent(&event.cbutton);
break;
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
inputHandler.handleControllerDeviceEvent(&event.cdevice);
m_InputHandler->handleControllerDeviceEvent(&event.cdevice);
break;
case SDL_JOYDEVICEADDED:
m_InputHandler->handleJoystickArrivalEvent(&event.jdevice);
break;
// SDL2 sends touch events from trackpads by default on
// macOS. This totally screws our actual mouse handling,
// so we must explicitly ignore touch events on macOS.
#ifndef Q_OS_DARWIN
case SDL_FINGERDOWN:
case SDL_FINGERMOTION:
case SDL_FINGERUP:
m_InputHandler->handleTouchFingerEvent(&event.tfinger);
break;
#endif
}
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_WaitEvent() failed: %s",
SDL_GetError());
DispatchDeferredCleanup:
#ifdef Q_OS_WIN32
// HACK: See comment above
SetThreadExecutionState(ES_CONTINUOUS);
#endif
// Uncapture the mouse and hide the window immediately,
// so we can return to the Qt GUI ASAP.
SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_EnableScreenSaver();
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0");
// Raise any keys that are still down
m_InputHandler->raiseAllKeys();
// Destroy the input handler now. Any rumble callbacks that
// occur after this point will be discarded. This must be destroyed
// before allow the UI to continue execution or it could interfere
// with SDLGamepadKeyNavigation.
SDL_AtomicLock(&m_InputHandlerLock);
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_AtomicUnlock(&m_InputHandlerLock);
// Destroy the decoder, since this must be done on the main thread
SDL_AtomicLock(&m_DecoderLock);
delete m_VideoDecoder;
m_VideoDecoder = nullptr;
SDL_AtomicUnlock(&m_DecoderLock);
// Destroy the audio renderer which must also be done on the main thread
cleanupAudioRendererOnMainThread();
// This must be called after the decoder is deleted, because
// the renderer may want to interact with the window
SDL_DestroyWindow(m_Window);
if (iconSurface != nullptr) {
SDL_FreeSurface(iconSurface);
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_assert(!SDL_WasInit(SDL_INIT_VIDEO));
// Cleanup can take a while, so dispatch it to a worker thread.
// When it is complete, it will release our s_ActiveSessionSemaphore
// reference.
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask());
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
}
@@ -4,11 +4,11 @@
#include <Limelight.h>
#include <opus_multistream.h>
#include "backend/computermanager.h"
#include "settings/streamingpreferences.h"
#include "input.hpp"
#include "input.h"
#include "video/decoder.h"
#include "audio/renderers/renderer.h"
#include "video/overlaymanager.h"
class Session : public QObject
{
@@ -18,17 +18,26 @@ class Session : public QObject
friend class DeferredSessionCleanupTask;
public:
explicit Session(NvComputer* computer, NvApp& app);
explicit Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences = nullptr);
virtual ~Session();
Q_INVOKABLE void exec(int displayOriginX, int displayOriginY);
static
bool isHardwareDecodeAvailable(StreamingPreferences::VideoDecoderSelection vds,
bool isHardwareDecodeAvailable(SDL_Window* window,
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate);
static
int getDecoderCapabilities(StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate);
static Session* get()
{
return s_ActiveSession;
}
Overlay::OverlayManager& getOverlayManager()
{
return m_OverlayManager;
}
signals:
void stageStarting(QString stage);
@@ -41,21 +50,26 @@ signals:
void displayLaunchWarning(QString text);
private:
void initialize();
void quitStarting();
bool validateLaunch();
void sessionFinished();
private:
bool initialize();
bool validateLaunch(SDL_Window* testWindow);
void emitLaunchWarning(QString text);
int getDecoderCapabilities();
static
int getDecoderCapabilities(SDL_Window* window,
StreamingPreferences::VideoDecoderSelection vds,
int videoFormat, int width, int height, int frameRate);
IAudioRenderer* createAudioRenderer();
int detectAudioConfiguration();
void cleanupAudioRendererOnMainThread();
bool testAudio(int audioConfiguration);
void getWindowDimensions(int& x, int& y,
@@ -68,7 +82,9 @@ private:
static
bool chooseDecoder(StreamingPreferences::VideoDecoderSelection vds,
SDL_Window* window, int videoFormat, int width, int height,
int frameRate, bool enableVsync, IVideoDecoder*& chosenDecoder);
int frameRate, bool enableVsync, bool enableFramePacing,
bool testOnly,
IVideoDecoder*& chosenDecoder);
static
void clStageStarting(int stage);
@@ -82,6 +98,12 @@ private:
static
void clLogMessage(const char* format, ...);
static
void clRumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
static
void clConnectionStatusUpdate(int connectionStatus);
static
int arInit(int audioConfiguration,
const POPUS_MULTISTREAM_CONFIGURATION opusConfig,
@@ -102,7 +124,7 @@ private:
static
int drSubmitDecodeUnit(PDECODE_UNIT du);
StreamingPreferences m_Preferences;
StreamingPreferences* m_Preferences;
STREAM_CONFIGURATION m_StreamConfig;
DECODER_RENDERER_CALLBACKS m_VideoCallbacks;
NvComputer* m_Computer;
@@ -116,6 +138,9 @@ private:
int m_DisplayOriginX;
int m_DisplayOriginY;
bool m_PendingWindowedTransition;
bool m_UnexpectedTermination;
SdlInputHandler* m_InputHandler;
SDL_SpinLock m_InputHandlerLock;
int m_ActiveVideoFormat;
int m_ActiveVideoWidth;
@@ -126,7 +151,10 @@ private:
short m_OpusDecodeBuffer[MAX_CHANNELS * SAMPLES_PER_FRAME];
IAudioRenderer* m_AudioRenderer;
OPUS_MULTISTREAM_CONFIGURATION m_AudioConfig;
SDL_SpinLock m_AudioRendererLock;
int m_AudioSampleCount;
Uint32 m_DropAudioEndTime;
Overlay::OverlayManager m_OverlayManager;
static AUDIO_RENDERER_CALLBACKS k_AudioCallbacks;
static CONNECTION_LISTENER_CALLBACKS k_ConnCallbacks;
+20 -1
View File
@@ -8,6 +8,24 @@
#define MAX_SLICES 4
typedef struct _VIDEO_STATS {
uint32_t receivedFrames;
uint32_t decodedFrames;
uint32_t renderedFrames;
uint32_t totalFrames;
uint32_t networkDroppedFrames;
uint32_t pacerDroppedFrames;
uint32_t totalReassemblyTime;
uint32_t totalDecodeTime;
uint32_t totalPacerTime;
uint32_t totalRenderTime;
float totalFps;
float receivedFps;
float decodedFps;
float renderedFps;
uint32_t measurementStartTimestamp;
} VIDEO_STATS, *PVIDEO_STATS;
class IVideoDecoder {
public:
virtual ~IVideoDecoder() {}
@@ -17,7 +35,8 @@ public:
int width,
int height,
int frameRate,
bool enableVsync) = 0;
bool enableVsync,
bool enableFramePacing) = 0;
virtual bool isHardwareAccelerated() = 0;
virtual int getDecoderCapabilities() = 0;
virtual int submitDecodeUnit(PDECODE_UNIT du) = 0;
+267 -83
View File
@@ -2,6 +2,7 @@
#include "dxva2.h"
#include "../ffmpeg.h"
#include <streaming/streamutils.h>
#include <streaming/session.h>
#include <SDL_syswm.h>
@@ -25,7 +26,10 @@ DXVA2Renderer::DXVA2Renderer() :
m_RenderTarget(nullptr),
m_ProcService(nullptr),
m_Processor(nullptr),
m_FrameIndex(0)
m_FrameIndex(0),
m_DebugOverlayFont(nullptr),
m_StatusOverlayFont(nullptr),
m_BlockingPresent(false)
{
RtlZeroMemory(m_DecSurfaces, sizeof(m_DecSurfaces));
RtlZeroMemory(&m_DXVAContext, sizeof(m_DXVAContext));
@@ -44,6 +48,8 @@ DXVA2Renderer::~DXVA2Renderer()
SAFE_COM_RELEASE(m_RenderTarget);
SAFE_COM_RELEASE(m_ProcService);
SAFE_COM_RELEASE(m_Processor);
SAFE_COM_RELEASE(m_DebugOverlayFont);
SAFE_COM_RELEASE(m_StatusOverlayFont);
for (int i = 0; i < ARRAYSIZE(m_DecSurfaces); i++) {
SAFE_COM_RELEASE(m_DecSurfaces[i]);
@@ -256,90 +262,120 @@ bool DXVA2Renderer::initializeRenderer()
m_DisplayWidth = renderTargetDesc.Width;
m_DisplayHeight = renderTargetDesc.Height;
hr = DXVA2CreateVideoService(m_Device, IID_IDirectXVideoProcessorService,
reinterpret_cast<void**>(&m_ProcService));
if (!isDXVideoProcessorAPIBlacklisted()) {
hr = DXVA2CreateVideoService(m_Device, IID_IDirectXVideoProcessorService,
reinterpret_cast<void**>(&m_ProcService));
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2CreateVideoService(IID_IDirectXVideoProcessorService) failed: %x",
hr);
return false;
}
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2CreateVideoService(IID_IDirectXVideoProcessorService) failed: %x",
hr);
return false;
}
UINT guidCount;
GUID* guids;
hr = m_ProcService->GetVideoProcessorDeviceGuids(&m_Desc, &guidCount, &guids);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GetVideoProcessorDeviceGuids() failed: %x",
hr);
return false;
}
UINT i;
for (i = 0; i < guidCount; i++) {
DXVA2_VideoProcessorCaps caps;
hr = m_ProcService->GetVideoProcessorCaps(guids[i], &m_Desc, renderTargetDesc.Format, &caps);
if (SUCCEEDED(hr)) {
if (!(caps.DeviceCaps & DXVA2_VPDev_HardwareDevice)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Device %d is not hardware: %x",
i,
caps.DeviceCaps);
continue;
}
else if (!(caps.VideoProcessorOperations & DXVA2_VideoProcess_YUV2RGB) &&
!(caps.VideoProcessorOperations & DXVA2_VideoProcess_YUV2RGBExtended)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Device %d can't convert YUV2RGB: %x",
i,
caps.VideoProcessorOperations);
continue;
}
else if (!(caps.VideoProcessorOperations & DXVA2_VideoProcess_StretchX) ||
!(caps.VideoProcessorOperations & DXVA2_VideoProcess_StretchY)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Device %d can't stretch video: %x",
i,
caps.VideoProcessorOperations);
continue;
}
m_ProcService->GetProcAmpRange(guids[i], &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Brightness, &m_BrightnessRange);
m_ProcService->GetProcAmpRange(guids[i], &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Contrast, &m_ContrastRange);
m_ProcService->GetProcAmpRange(guids[i], &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Hue, &m_HueRange);
m_ProcService->GetProcAmpRange(guids[i], &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Saturation, &m_SaturationRange);
hr = m_ProcService->CreateVideoProcessor(guids[i], &m_Desc, renderTargetDesc.Format, 0, &m_Processor);
if (FAILED(hr)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"CreateVideoProcessor() failed for GUID %d: %x",
i,
hr);
continue;
}
break;
hr = m_ProcService->GetVideoProcessorCaps(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, &caps);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GetVideoProcessorCaps() failed for DXVA2_VideoProcProgressiveDevice: %x",
hr);
return false;
}
else {
if (!(caps.DeviceCaps & DXVA2_VPDev_HardwareDevice)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice is not hardware: %x",
caps.DeviceCaps);
return false;
}
else if (!(caps.VideoProcessorOperations & DXVA2_VideoProcess_YUV2RGB) &&
!(caps.VideoProcessorOperations & DXVA2_VideoProcess_YUV2RGBExtended)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice can't convert YUV2RGB: %x",
caps.VideoProcessorOperations);
return false;
}
else if (!(caps.VideoProcessorOperations & DXVA2_VideoProcess_StretchX) ||
!(caps.VideoProcessorOperations & DXVA2_VideoProcess_StretchY)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2_VideoProcProgressiveDevice can't stretch video: %x",
caps.VideoProcessorOperations);
return false;
}
if (caps.DeviceCaps & DXVA2_VPDev_EmulatedDXVA1) {
// DXVA2 over DXVA1 may have bad performance
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"GetVideoProcessorCaps() failed for GUID %d: %x",
i,
hr);
"DXVA2_VideoProcProgressiveDevice is DXVA1");
}
}
CoTaskMemFree(guids);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Brightness, &m_BrightnessRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Contrast, &m_ContrastRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Hue, &m_HueRange);
m_ProcService->GetProcAmpRange(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, DXVA2_ProcAmp_Saturation, &m_SaturationRange);
if (i == guidCount) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to find a usable DXVA2 processor");
return false;
hr = m_ProcService->CreateVideoProcessor(DXVA2_VideoProcProgressiveDevice, &m_Desc, renderTargetDesc.Format, 0, &m_Processor);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CreateVideoProcessor() failed for DXVA2_VideoProcProgressiveDevice: %x",
hr);
return false;
}
}
return true;
}
bool DXVA2Renderer::isDXVideoProcessorAPIBlacklisted()
{
IDirect3D9* d3d9;
HRESULT hr;
bool result = false;
if (qgetenv("DXVA2_DISABLE_VIDPROC_BLACKLIST") == "1") {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"IDirectXVideoProcessor blacklist is disabled");
return false;
}
hr = m_Device->GetDirect3D(&d3d9);
if (SUCCEEDED(hr)) {
D3DCAPS9 caps;
hr = m_Device->GetDeviceCaps(&caps);
if (SUCCEEDED(hr)) {
D3DADAPTER_IDENTIFIER9 id;
hr = d3d9->GetAdapterIdentifier(caps.AdapterOrdinal, 0, &id);
if (SUCCEEDED(hr) && id.VendorId == 0x8086) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Avoiding IDirectXVideoProcessor API on Intel GPU");
// On Intel GPUs, we can get unwanted video "enhancements" due to post-processing
// effects that the GPU driver forces on us. In many cases, this makes the video
// actually look worse. We can avoid these by using StretchRect() instead on these
// platforms.
result = true;
}
else {
result = false;
}
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GetDeviceCaps() failed: %x", hr);
}
d3d9->Release();
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GetDirect3D() failed: %x", hr);
}
return result;
}
bool DXVA2Renderer::isDecoderBlacklisted()
{
IDirect3D9* d3d9;
@@ -349,6 +385,12 @@ bool DXVA2Renderer::isDecoderBlacklisted()
// TODO: Update for HEVC Main10
SDL_assert(m_VideoFormat != VIDEO_FORMAT_H265_MAIN10);
if (qgetenv("DXVA2_DISABLE_DECODER_BLACKLIST") == "1") {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"DXVA2 decoder blacklist is disabled");
return false;
}
hr = m_Device->GetDirect3D(&d3d9);
if (SUCCEEDED(hr)) {
D3DCAPS9 caps;
@@ -534,6 +576,8 @@ bool DXVA2Renderer::initializeDevice(SDL_Window* window, bool enableVsync)
d3dpp.BackBufferCount = 1;
}
m_BlockingPresent = false;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Windowed mode with DWM running");
}
@@ -543,6 +587,7 @@ bool DXVA2Renderer::initializeDevice(SDL_Window* window, bool enableVsync)
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferCount = 1;
m_BlockingPresent = true;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-Sync enabled");
@@ -553,6 +598,7 @@ bool DXVA2Renderer::initializeDevice(SDL_Window* window, bool enableVsync)
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferCount = 1;
m_BlockingPresent = false;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"V-Sync disabled in tearing mode");
@@ -613,9 +659,13 @@ bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, i
int alignment;
// HEVC using DXVA requires 128B alignment
// HEVC using DXVA requires 128 pixel alignment, however Intel GPUs decoding HEVC
// using StretchRect() to render draw a translucent green line at the top of
// the screen in full-screen mode at 720p/1080p unless we use 32 pixel alignment.
// This appears to work without issues on AMD and Nvidia GPUs too, so we will
// do it unconditionally for now.
if (m_VideoFormat & VIDEO_FORMAT_MASK_H265) {
alignment = 128;
alignment = 32;
}
else {
alignment = 16;
@@ -649,7 +699,7 @@ bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, i
// input focus. This glitches out the renderer and a bunch of other stuff.
// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
// own, so just disable SDL's handling of the focus loss event.
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
return true;
}
@@ -666,12 +716,70 @@ int DXVA2Renderer::getDecoderCapabilities()
return 0;
}
IFFmpegRenderer::VSyncConstraint DXVA2Renderer::getVsyncConstraint()
IFFmpegRenderer::FramePacingConstraint DXVA2Renderer::getFramePacingConstraint()
{
return VSYNC_ANY;
return PACING_ANY;
}
void DXVA2Renderer::renderFrameAtVsync(AVFrame *frame)
void DXVA2Renderer::notifyOverlayUpdated(Overlay::OverlayType type)
{
HRESULT hr;
switch (type)
{
case Overlay::OverlayDebug:
if (m_DebugOverlayFont == nullptr) {
hr = D3DXCreateFontA(m_Device,
Session::get()->getOverlayManager().getOverlayFontSize(Overlay::OverlayDebug),
0,
FW_HEAVY,
1,
false,
ANSI_CHARSET,
OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE,
"",
&m_DebugOverlayFont);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"D3DXCreateFontA() failed: %x",
hr);
m_DebugOverlayFont = nullptr;
}
}
break;
case Overlay::OverlayStatusUpdate:
if (m_StatusOverlayFont == nullptr) {
hr = D3DXCreateFontA(m_Device,
Session::get()->getOverlayManager().getOverlayFontSize(Overlay::OverlayStatusUpdate),
0,
FW_HEAVY,
1,
false,
ANSI_CHARSET,
OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE,
"",
&m_StatusOverlayFont);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"D3DXCreateFontA() failed: %x",
hr);
m_StatusOverlayFont = nullptr;
}
}
break;
default:
SDL_assert(false);
break;
}
}
void DXVA2Renderer::renderFrame(AVFrame *frame)
{
IDirect3DSurface9* surface = reinterpret_cast<IDirect3DSurface9*>(frame->data[3]);
HRESULT hr;
@@ -807,12 +915,10 @@ void DXVA2Renderer::renderFrameAtVsync(AVFrame *frame)
bltParams.Alpha = DXVA2_Fixed32OpaqueAlpha();
m_Device->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0, 0, 0), 0.0f, 0);
hr = m_Processor->VideoProcessBlt(m_RenderTarget, &bltParams, &sample, 1, nullptr);
hr = m_Device->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0, 0, 0), 0.0f, 0);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"VideoProcessBlt() failed: %x",
"Clear() failed: %x",
hr);
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
@@ -820,7 +926,85 @@ void DXVA2Renderer::renderFrameAtVsync(AVFrame *frame)
return;
}
hr = m_Device->PresentEx(nullptr, nullptr, nullptr, nullptr, 0);
hr = m_Device->BeginScene();
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"BeginScene() failed: %x",
hr);
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
return;
}
if (m_Processor) {
hr = m_Processor->VideoProcessBlt(m_RenderTarget, &bltParams, &sample, 1, nullptr);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"VideoProcessBlt() failed, falling back to StretchRect(): %x",
hr);
m_Processor->Release();
m_Processor = nullptr;
}
}
if (!m_Processor) {
// This function doesn't trigger any of Intel's garbage video "enhancements"
hr = m_Device->StretchRect(surface, &sample.SrcRect, m_RenderTarget, &sample.DstRect, D3DTEXF_NONE);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"StretchRect() failed: %x",
hr);
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
return;
}
}
if (m_DebugOverlayFont != nullptr) {
if (Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug)) {
SDL_Color color = Session::get()->getOverlayManager().getOverlayColor(Overlay::OverlayDebug);
m_DebugOverlayFont->DrawTextA(nullptr,
Session::get()->getOverlayManager().getOverlayText(Overlay::OverlayDebug),
-1,
&sample.DstRect,
DT_LEFT | DT_NOCLIP,
D3DCOLOR_ARGB(color.a, color.r, color.g, color.b));
}
}
if (m_StatusOverlayFont != nullptr) {
if (Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayStatusUpdate)) {
SDL_Color color = Session::get()->getOverlayManager().getOverlayColor(Overlay::OverlayStatusUpdate);
m_StatusOverlayFont->DrawTextA(nullptr,
Session::get()->getOverlayManager().getOverlayText(Overlay::OverlayStatusUpdate),
-1,
&sample.DstRect,
DT_RIGHT | DT_NOCLIP,
D3DCOLOR_ARGB(color.a, color.r, color.g, color.b));
}
}
hr = m_Device->EndScene();
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"EndScene() failed: %x",
hr);
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
return;
}
do {
// Use D3DPRESENT_DONOTWAIT if present may block in order to avoid holding the giant
// lock around this D3D device for excessive lengths of time (blocking concurrent decoding tasks).
hr = m_Device->PresentEx(nullptr, nullptr, nullptr, nullptr, m_BlockingPresent ? D3DPRESENT_DONOTWAIT : 0);
if (hr == D3DERR_WASSTILLDRAWING) {
SDL_Delay(1);
}
} while (hr == D3DERR_WASSTILLDRAWING);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"PresentEx() failed: %x",
+12 -6
View File
@@ -4,6 +4,7 @@
#include "pacer/pacer.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <dxva2api.h>
extern "C" {
@@ -20,18 +21,20 @@ public:
int width,
int height,
int maxFps,
bool enableVsync);
virtual bool prepareDecoderContext(AVCodecContext* context);
virtual void renderFrameAtVsync(AVFrame* frame);
virtual bool needsTestFrame();
virtual int getDecoderCapabilities();
virtual VSyncConstraint getVsyncConstraint();
bool enableVsync) override;
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool needsTestFrame() override;
virtual int getDecoderCapabilities() override;
virtual FramePacingConstraint getFramePacingConstraint() override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
private:
bool initializeDecoder();
bool initializeRenderer();
bool initializeDevice(SDL_Window* window, bool enableVsync);
bool isDecoderBlacklisted();
bool isDXVideoProcessorAPIBlacklisted();
static
AVBufferRef* ffPoolAlloc(void* opaque, int size);
@@ -67,4 +70,7 @@ private:
DXVA2_ValueRange m_SaturationRange;
DXVA2_VideoDesc m_Desc;
REFERENCE_TIME m_FrameIndex;
LPD3DXFONT m_DebugOverlayFont;
LPD3DXFONT m_StatusOverlayFont;
bool m_BlockingPresent;
};
@@ -76,7 +76,11 @@ int DxVsyncSource::vsyncThread(void* context)
{
DxVsyncSource* me = reinterpret_cast<DxVsyncSource*>(context);
#if SDL_VERSION_ATLEAST(2, 0, 9)
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_TIME_CRITICAL);
#else
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
#endif
D3DKMT_OPENADAPTERFROMHDC openAdapterParams = {};
HMONITOR lastMonitor = nullptr;
@@ -33,7 +33,11 @@ int NullThreadedVsyncSource::vsyncThread(void* context)
{
NullThreadedVsyncSource* me = reinterpret_cast<NullThreadedVsyncSource*>(context);
#if SDL_VERSION_ATLEAST(2, 0, 9)
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_TIME_CRITICAL);
#else
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
#endif
while (SDL_AtomicGet(&me->m_Stopping) == 0) {
me->m_Pacer->vsyncCallback(1000 / me->m_DisplayFps);
@@ -8,10 +8,15 @@
#endif
#ifdef Q_OS_WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <VersionHelpers.h>
#include "dxvsyncsource.h"
#endif
#define FRAME_HISTORY_ENTRIES 8
// Limit the number of queued frames to prevent excessive memory consumption
// if the V-Sync source or renderer is blocked for a while.
#define MAX_QUEUED_FRAMES 8
// We may be woken up slightly late so don't go all the way
// up to the next V-sync since we may accidentally step into
@@ -20,12 +25,14 @@
// V-sync happens.
#define TIMER_SLACK_MS 3
Pacer::Pacer(IFFmpegRenderer* renderer) :
m_FrameQueueLock(0),
Pacer::Pacer(IFFmpegRenderer* renderer, PVIDEO_STATS videoStats) :
m_RenderThread(nullptr),
m_Stopping(false),
m_VsyncSource(nullptr),
m_VsyncRenderer(renderer),
m_MaxVideoFps(0),
m_DisplayFps(0)
m_DisplayFps(0),
m_VideoStats(videoStats)
{
}
@@ -36,10 +43,76 @@ Pacer::~Pacer()
delete m_VsyncSource;
m_VsyncSource = nullptr;
while (!m_FrameQueue.isEmpty()) {
AVFrame* frame = m_FrameQueue.dequeue();
// Stop the render thread
m_Stopping = true;
if (m_RenderThread != nullptr) {
m_RenderQueueNotEmpty.wakeAll();
SDL_WaitThread(m_RenderThread, nullptr);
}
// Delete any remaining unconsumed frames
while (!m_RenderQueue.isEmpty()) {
AVFrame* frame = m_RenderQueue.dequeue();
av_frame_free(&frame);
}
while (!m_PacingQueue.isEmpty()) {
AVFrame* frame = m_PacingQueue.dequeue();
av_frame_free(&frame);
}
}
int Pacer::renderThread(void* context)
{
Pacer* me = reinterpret_cast<Pacer*>(context);
if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Unable to set render thread to high priority: %s",
SDL_GetError());
}
while (!me->m_Stopping) {
// Acquire the frame queue lock to protect the queue and
// the not empty condition
me->m_FrameQueueLock.lock();
// Wait for a frame to be ready to render
while (!me->m_Stopping && me->m_RenderQueue.isEmpty()) {
me->m_RenderQueueNotEmpty.wait(&me->m_FrameQueueLock);
}
if (me->m_Stopping) {
// Exit this thread
me->m_FrameQueueLock.unlock();
break;
}
// Dequeue the most recent frame for rendering and free the others.
// NB: m_FrameQueueLock still held here!
AVFrame* lastFrame = nullptr;
while (!me->m_RenderQueue.isEmpty()) {
if (lastFrame != nullptr) {
// Don't hold the frame queue lock across av_frame_free(),
// since it could need to talk to the GPU driver. This is safe
// because we're guaranteed that the queue will not shrink during
// this time (and so dequeue() below will always get something).
me->m_FrameQueueLock.unlock();
av_frame_free(&lastFrame);
me->m_VideoStats->pacerDroppedFrames++;
me->m_FrameQueueLock.lock();
}
lastFrame = me->m_RenderQueue.dequeue();
}
// Release the frame queue lock before rendering
me->m_FrameQueueLock.unlock();
// Render and free the mot current frame
me->renderFrame(lastFrame);
}
return 0;
}
// Called in an arbitrary thread by the IVsyncSource on V-sync
@@ -51,9 +124,7 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
SDL_assert(timeUntilNextVsyncMillis >= TIMER_SLACK_MS);
Uint32 vsyncCallbackStartTime = SDL_GetTicks();
SDL_AtomicLock(&m_FrameQueueLock);
m_FrameQueueLock.lock();
// If the queue length history entries are large, be strict
// about dropping excess frames.
@@ -63,8 +134,8 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
// frame history to drop frames only if consistently above the
// one queued frame mark.
if (m_MaxVideoFps >= m_DisplayFps) {
for (int i = 0; i < m_FrameQueueHistory.count(); i++) {
if (m_FrameQueueHistory[i] <= 1) {
for (int queueHistoryEntry : m_PacingQueueHistory) {
if (queueHistoryEntry <= 1) {
// Be lenient as long as the queue length
// resolves before the end of frame history
frameDropTarget = 3;
@@ -72,66 +143,59 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
}
}
if (m_FrameQueueHistory.count() == FRAME_HISTORY_ENTRIES) {
m_FrameQueueHistory.dequeue();
// Keep a rolling 500 ms window of pacing queue history
if (m_PacingQueueHistory.count() == m_DisplayFps / 2) {
m_PacingQueueHistory.dequeue();
}
m_FrameQueueHistory.enqueue(m_FrameQueue.count());
m_PacingQueueHistory.enqueue(m_PacingQueue.count());
}
// Catch up if we're several frames ahead
while (m_FrameQueue.count() > frameDropTarget) {
AVFrame* frame = m_FrameQueue.dequeue();
while (m_PacingQueue.count() > frameDropTarget) {
AVFrame* frame = m_PacingQueue.dequeue();
// Drop the lock while we call av_frame_free()
m_FrameQueueLock.unlock();
m_VideoStats->pacerDroppedFrames++;
av_frame_free(&frame);
m_FrameQueueLock.lock();
}
if (m_FrameQueue.isEmpty()) {
SDL_AtomicUnlock(&m_FrameQueueLock);
while (!SDL_TICKS_PASSED(SDL_GetTicks(),
vsyncCallbackStartTime + timeUntilNextVsyncMillis - TIMER_SLACK_MS)) {
SDL_Delay(1);
SDL_AtomicLock(&m_FrameQueueLock);
if (!m_FrameQueue.isEmpty()) {
// Don't release the lock
goto RenderNextFrame;
}
SDL_AtomicUnlock(&m_FrameQueueLock);
if (m_PacingQueue.isEmpty()) {
// Wait for a frame to arrive or our V-sync timeout to expire
if (!m_PacingQueueNotEmpty.wait(&m_FrameQueueLock, timeUntilNextVsyncMillis - TIMER_SLACK_MS)) {
// Wait timed out - unlock and bail
m_FrameQueueLock.unlock();
return;
}
// Nothing to render at this time
return;
}
RenderNextFrame:
// Grab the first frame
AVFrame* frame = m_FrameQueue.dequeue();
SDL_AtomicUnlock(&m_FrameQueueLock);
// Render it
m_VsyncRenderer->renderFrameAtVsync(frame);
// Free the frame
av_frame_free(&frame);
// Place the first frame on the render queue
dropFrameForEnqueue(m_RenderQueue);
m_RenderQueue.enqueue(m_PacingQueue.dequeue());
m_FrameQueueLock.unlock();
m_RenderQueueNotEmpty.wakeOne();
}
bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enableVsync)
bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
{
m_MaxVideoFps = maxVideoFps;
m_EnableVsync = enableVsync;
m_DisplayFps = StreamUtils::getDisplayRefreshRate(window);
if (m_EnableVsync) {
if (enablePacing) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frame pacing in tear-free mode: target %d Hz with %d FPS stream",
"Frame pacing active: target %d Hz with %d FPS stream",
m_DisplayFps, m_MaxVideoFps);
#if defined(Q_OS_DARWIN)
m_VsyncSource = DisplayLinkVsyncSourceFactory::createVsyncSource(this);
#elif defined(Q_OS_WIN32)
m_VsyncSource = new DxVsyncSource(this);
// Don't use D3DKMTWaitForVerticalBlankEvent() on Windows 7, because
// it blocks during other concurrent DX operations (like actually rendering).
if (IsWindows8OrGreater()) {
m_VsyncSource = new DxVsyncSource(this);
}
#else
// Platforms without a VsyncSource will just render frames
// immediately like they used to.
@@ -143,33 +207,92 @@ bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enableVsync)
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Minimal latency tearing mode: target %d Hz with %d FPS stream",
"Frame pacing disabled: target %d Hz with %d FPS stream",
m_DisplayFps, m_MaxVideoFps);
}
m_RenderThread = SDL_CreateThread(Pacer::renderThread, "Pacer Render Thread", this);
return true;
}
void Pacer::renderFrame(AVFrame* frame)
{
// Count time spent in Pacer's queues
Uint32 beforeRender = SDL_GetTicks();
m_VideoStats->totalPacerTime += beforeRender - frame->pts;
// Render it
m_VsyncRenderer->renderFrame(frame);
Uint32 afterRender = SDL_GetTicks();
m_VideoStats->totalRenderTime += afterRender - beforeRender;
m_VideoStats->renderedFrames++;
av_frame_free(&frame);
// Drop frames if we have too many queued up for a while
m_FrameQueueLock.lock();
int frameDropTarget = 0;
for (int queueHistoryEntry : m_RenderQueueHistory) {
if (queueHistoryEntry == 0) {
// Be lenient as long as the queue length
// resolves before the end of frame history
frameDropTarget = 2;
break;
}
}
// Keep a rolling 500 ms window of render queue history
if (m_RenderQueueHistory.count() == m_MaxVideoFps / 2) {
m_RenderQueueHistory.dequeue();
}
m_RenderQueueHistory.enqueue(m_RenderQueue.count());
// Catch up if we're several frames ahead
while (m_RenderQueue.count() > frameDropTarget) {
AVFrame* frame = m_RenderQueue.dequeue();
// Drop the lock while we call av_frame_free()
m_FrameQueueLock.unlock();
m_VideoStats->pacerDroppedFrames++;
av_frame_free(&frame);
m_FrameQueueLock.lock();
}
m_FrameQueueLock.unlock();
}
void Pacer::dropFrameForEnqueue(QQueue<AVFrame*>& queue)
{
SDL_assert(queue.size() <= MAX_QUEUED_FRAMES);
if (queue.size() == MAX_QUEUED_FRAMES) {
AVFrame* frame = queue.dequeue();
av_frame_free(&frame);
}
}
void Pacer::submitFrame(AVFrame* frame)
{
// Make sure initialize() has been called
SDL_assert(m_MaxVideoFps != 0);
// Queue the frame until the V-sync callback if
// we have a V-sync source, otherwise deliver it
// immediately and hope for the best.
if (isUsingFrameQueue()) {
SDL_AtomicLock(&m_FrameQueueLock);
m_FrameQueue.enqueue(frame);
SDL_AtomicUnlock(&m_FrameQueueLock);
// Queue the frame and possibly wake up the render thread
m_FrameQueueLock.lock();
if (m_VsyncSource != nullptr) {
dropFrameForEnqueue(m_PacingQueue);
m_PacingQueue.enqueue(frame);
}
else {
m_VsyncRenderer->renderFrameAtVsync(frame);
av_frame_free(&frame);
dropFrameForEnqueue(m_RenderQueue);
m_RenderQueue.enqueue(frame);
}
m_FrameQueueLock.unlock();
if (m_VsyncSource != nullptr) {
m_PacingQueueNotEmpty.wakeOne();
}
else {
m_RenderQueueNotEmpty.wakeOne();
}
}
bool Pacer::isUsingFrameQueue()
{
return m_VsyncSource != nullptr;
}
@@ -1,8 +1,11 @@
#pragma once
#include "../../decoder.h"
#include "../renderer.h"
#include <QQueue>
#include <QMutex>
#include <QWaitCondition>
class IVsyncSource {
public:
@@ -13,26 +16,36 @@ public:
class Pacer
{
public:
Pacer(IFFmpegRenderer* renderer);
Pacer(IFFmpegRenderer* renderer, PVIDEO_STATS videoStats);
~Pacer();
void submitFrame(AVFrame* frame);
bool initialize(SDL_Window* window, int maxVideoFps, bool enableVsync);
bool initialize(SDL_Window* window, int maxVideoFps, bool enablePacing);
void vsyncCallback(int timeUntilNextVsyncMillis);
bool isUsingFrameQueue();
private:
QQueue<AVFrame*> m_FrameQueue;
QQueue<int> m_FrameQueueHistory;
SDL_SpinLock m_FrameQueueLock;
static int renderThread(void* context);
void renderFrame(AVFrame* frame);
void dropFrameForEnqueue(QQueue<AVFrame*>& queue);
QQueue<AVFrame*> m_RenderQueue;
QQueue<AVFrame*> m_PacingQueue;
QQueue<int> m_PacingQueueHistory;
QQueue<int> m_RenderQueueHistory;
QMutex m_FrameQueueLock;
QWaitCondition m_RenderQueueNotEmpty;
QWaitCondition m_PacingQueueNotEmpty;
SDL_Thread* m_RenderThread;
bool m_Stopping;
IVsyncSource* m_VsyncSource;
IFFmpegRenderer* m_VsyncRenderer;
int m_MaxVideoFps;
int m_DisplayFps;
bool m_EnableVsync;
PVIDEO_STATS m_VideoStats;
};
+13 -28
View File
@@ -2,19 +2,20 @@
#include <SDL.h>
#include "streaming/video/overlaymanager.h"
extern "C" {
#include <libavcodec/avcodec.h>
}
class IFFmpegRenderer {
class IFFmpegRenderer : public Overlay::IOverlayRenderer {
public:
enum VSyncConstraint {
VSYNC_FORCE_OFF,
VSYNC_FORCE_ON,
VSYNC_ANY
enum FramePacingConstraint {
PACING_FORCE_OFF,
PACING_FORCE_ON,
PACING_ANY
};
virtual ~IFFmpegRenderer() {}
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
@@ -22,29 +23,13 @@ public:
int maxFps,
bool enableVsync) = 0;
virtual bool prepareDecoderContext(AVCodecContext* context) = 0;
virtual void renderFrameAtVsync(AVFrame* frame) = 0;
virtual void renderFrame(AVFrame* frame) = 0;
virtual bool needsTestFrame() = 0;
virtual int getDecoderCapabilities() = 0;
virtual VSyncConstraint getVsyncConstraint() = 0;
};
virtual FramePacingConstraint getFramePacingConstraint() = 0;
class SdlRenderer : public IFFmpegRenderer {
public:
SdlRenderer();
virtual ~SdlRenderer();
virtual bool initialize(SDL_Window* window,
int videoFormat,
int width,
int height,
int maxFps,
bool enableVsync);
virtual bool prepareDecoderContext(AVCodecContext* context);
virtual void renderFrameAtVsync(AVFrame* frame);
virtual bool needsTestFrame();
virtual int getDecoderCapabilities();
virtual VSyncConstraint getVsyncConstraint();
private:
SDL_Renderer* m_Renderer;
SDL_Texture* m_Texture;
// IOverlayRenderer
virtual void notifyOverlayUpdated(Overlay::OverlayType) override {
// Nothing
}
};
+145 -4
View File
@@ -1,4 +1,9 @@
#include "renderer.h"
#include "sdlvid.h"
#include "streaming/session.h"
#include "path.h"
#include <QDir>
#include <Limelight.h>
@@ -6,11 +11,42 @@ SdlRenderer::SdlRenderer()
: m_Renderer(nullptr),
m_Texture(nullptr)
{
SDL_assert(TTF_WasInit() == 0);
if (TTF_Init() != 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"TTF_Init() failed: %s",
TTF_GetError());
return;
}
SDL_zero(m_OverlayFonts);
SDL_zero(m_OverlaySurfaces);
SDL_zero(m_OverlayTextures);
}
SdlRenderer::~SdlRenderer()
{
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayFonts[i] != nullptr) {
TTF_CloseFont(m_OverlayFonts[i]);
}
}
TTF_Quit();
SDL_assert(TTF_WasInit() == 0);
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayTextures[i] != nullptr) {
SDL_DestroyTexture(m_OverlayTextures[i]);
}
}
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlaySurfaces[i] != nullptr) {
SDL_FreeSurface(m_OverlaySurfaces[i]);
}
}
if (m_Texture != nullptr) {
SDL_DestroyTexture(m_Texture);
}
@@ -43,9 +79,50 @@ int SdlRenderer::getDecoderCapabilities()
return CAPABILITY_REFERENCE_FRAME_INVALIDATION_AVC;
}
IFFmpegRenderer::VSyncConstraint SdlRenderer::getVsyncConstraint()
IFFmpegRenderer::FramePacingConstraint SdlRenderer::getFramePacingConstraint()
{
return VSYNC_ANY;
return PACING_ANY;
}
void SdlRenderer::notifyOverlayUpdated(Overlay::OverlayType type)
{
// Construct the required font to render the overlay
if (m_OverlayFonts[type] == nullptr) {
QByteArray fontData = Path::readDataFile("ModeSeven.ttf");
if (fontData.isEmpty()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to load SDL overlay font");
return;
}
m_OverlayFonts[type] = TTF_OpenFontRW(SDL_RWFromConstMem(fontData.constData(), fontData.size()),
1,
Session::get()->getOverlayManager().getOverlayFontSize(type));
if (m_OverlayFonts[type] == nullptr) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"TTF_OpenFont() failed: %s",
TTF_GetError());
// Can't proceed without a font
return;
}
}
SDL_Surface* oldSurface = (SDL_Surface*)SDL_AtomicGetPtr((void**)&m_OverlaySurfaces[type]);
// Free the old surface
if (oldSurface != nullptr && SDL_AtomicCASPtr((void**)&m_OverlaySurfaces[type], oldSurface, nullptr)) {
SDL_FreeSurface(oldSurface);
}
if (Session::get()->getOverlayManager().isOverlayEnabled(type)) {
// The _Wrapped variant is required for line breaks to work
SDL_Surface* surface = TTF_RenderText_Blended_Wrapped(m_OverlayFonts[type],
Session::get()->getOverlayManager().getOverlayText(type),
Session::get()->getOverlayManager().getOverlayColor(type),
1000);
SDL_AtomicSetPtr((void**)&m_OverlaySurfaces[type], surface);
}
}
bool SdlRenderer::initialize(SDL_Window* window,
@@ -66,6 +143,14 @@ bool SdlRenderer::initialize(SDL_Window* window,
}
}
#ifdef Q_OS_WIN32
// We render on a different thread than the main thread which is handling window
// messages. Without D3DCREATE_MULTITHREADED, this can cause a deadlock by blocking
// on a window message being processed while the main thread is blocked waiting for
// the render thread to finish.
SDL_SetHintWithPriority(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, "1", SDL_HINT_OVERRIDE);
#endif
m_Renderer = SDL_CreateRenderer(window, -1, rendererFlags);
if (!m_Renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -95,10 +180,58 @@ bool SdlRenderer::initialize(SDL_Window* window,
return false;
}
#ifdef Q_OS_WIN32
// For some reason, using Direct3D9Ex breaks this with multi-monitor setups.
// When focus is lost, the window is minimized then immediately restored without
// input focus. This glitches out the renderer and a bunch of other stuff.
// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
// own, so just disable SDL's handling of the focus loss event.
SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
#endif
return true;
}
void SdlRenderer::renderFrameAtVsync(AVFrame* frame)
void SdlRenderer::renderOverlay(Overlay::OverlayType type)
{
if (Session::get()->getOverlayManager().isOverlayEnabled(type)) {
// If a new surface has been created for updated overlay data, convert it into a texture.
// NB: We have to do this conversion at render-time because we can only interact
// with the renderer on a single thread.
SDL_Surface* surface = (SDL_Surface*)SDL_AtomicGetPtr((void**)&m_OverlaySurfaces[type]);
if (surface != nullptr && SDL_AtomicCASPtr((void**)&m_OverlaySurfaces[type], surface, nullptr)) {
if (m_OverlayTextures[type] != nullptr) {
SDL_DestroyTexture(m_OverlayTextures[type]);
}
if (type == Overlay::OverlayStatusUpdate) {
// Bottom Left
int unused;
SDL_RenderGetLogicalSize(m_Renderer, &unused, &m_OverlayRects[type].y);
m_OverlayRects[type].x = 0;
m_OverlayRects[type].y -= surface->h;
}
else if (type == Overlay::OverlayDebug) {
// Top left
m_OverlayRects[type].x = 0;
m_OverlayRects[type].y = 0;
}
m_OverlayRects[type].w = surface->w;
m_OverlayRects[type].h = surface->h;
m_OverlayTextures[type] = SDL_CreateTextureFromSurface(m_Renderer, surface);
SDL_FreeSurface(surface);
}
// If we have an overlay texture, render it too
if (m_OverlayTextures[type] != nullptr) {
SDL_RenderCopy(m_Renderer, m_OverlayTextures[type], nullptr, &m_OverlayRects[type]);
}
}
}
void SdlRenderer::renderFrame(AVFrame* frame)
{
SDL_UpdateYUVTexture(m_Texture, nullptr,
frame->data[0],
@@ -109,6 +242,14 @@ void SdlRenderer::renderFrameAtVsync(AVFrame* frame)
frame->linesize[2]);
SDL_RenderClear(m_Renderer);
// Draw the video content itself
SDL_RenderCopy(m_Renderer, m_Texture, nullptr, nullptr);
// Draw the overlays
for (int i = 0; i < Overlay::OverlayMax; i++) {
renderOverlay((Overlay::OverlayType)i);
}
SDL_RenderPresent(m_Renderer);
}

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