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442 Commits
Author SHA1 Message Date
Cameron Gutman caba0499d7 Prepare for v3.1.3 2021-05-07 19:07:52 -05:00
Cameron Gutman 13deacfc3b Fix Spanish translation args 2021-05-07 18:56:08 -05:00
Cameron Gutman 7231085456 Run lupdate-pro and lrelease-pro 2021-05-06 17:26:26 -05:00
Cameron Gutman 663bb4aa10 Merge remote-tracking branch 'origin/weblate' 2021-05-06 17:24:39 -05:00
Cameron Gutman 18721b4542 Improve sanity checking and logging for unsupported GFE versions 2021-05-06 17:18:47 -05:00
NicolasS 19232722e2 Translated using Weblate (French)
Currently translated at 100.0% (186 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-05-05 22:32:11 +02:00
Cameron Gutman d2eca68484 Update moonlight-common-c to attempt to fix audio latency issues 2021-05-04 10:22:29 -05:00
Héctor 091167478e Translated using Weblate (Spanish)
Currently translated at 23.6% (44 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-05-04 10:32:11 +02:00
Cameron Gutman 547b8abc56 Prepare for v3.1.2 release 2021-05-03 17:38:14 -05:00
Héctor dbfac45d59 Translated using Weblate (Spanish)
Currently translated at 17.7% (33 of 186 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-05-03 09:32:23 +02:00
Cameron Gutman 086f6de867 Work around broken package repositories in AppVeyor 2021-05-02 14:49:07 -05:00
Cameron Gutman 0f93091848 Update SDL_GameControllerDB 2021-05-02 10:56:50 -05:00
Cameron Gutman ac19f62ed9 Never display placeholder text for an app collector game
Fixes #567
2021-05-02 10:39:25 -05:00
Cameron Gutman 8fcef63890 Don't waste time performing extra decoder initializations for EGL when it's not supported 2021-04-30 20:52:09 -05:00
Cameron Gutman 34cd2c1afa Run lupdate-pro and lrelease-pro 2021-04-30 20:09:15 -05:00
Cameron Gutman 5d1a19d49c Merge remote-tracking branch 'origin/weblate' 2021-04-30 20:07:59 -05:00
Cameron Gutman 2fbb320539 Refuse to stream if Moonlight is known incompatible with the host GFE version 2021-04-30 20:05:49 -05:00
Cameron Gutman b50e5ed7e6 Fix keyboard grab on X11
Fixes #584
2021-04-30 18:17:15 -05:00
Cameron Gutman 26c82ca72c Don't enable vsync on test decoders 2021-04-30 18:12:56 -05:00
Cameron Gutman f8a8a431a8 Revert warn_off removal
There are still a bunch of unused parameter warnings with GCC/Clang
2021-04-29 21:22:59 -05:00
Cameron Gutman fd27867195 Update moonlight-common-c and remove warn_off config option 2021-04-29 18:05:40 -05:00
Cameron Gutman 5e2a627795 Update moonlight-common-c with RTSP handshake retry logic 2021-04-28 17:38:59 -05:00
Cameron Gutman e081401c2d Update moonlight-common-c for multi-FEC support and audio latency fix 2021-04-26 22:51:46 -05:00
Cameron Gutman e62a268aac Avoid audio encryption on Steam Link for performance reasons 2021-04-23 19:49:03 -05:00
Cameron Gutman 140a9e5191 Enable audio stream encryption 2021-04-23 18:55:10 -05:00
Cameron Gutman 51b5f8046f Disable HTTP/2 on host PC connections for GFE 3.22 2021-04-19 18:41:01 -05:00
Cameron Gutman 91b965d1aa Update moonlight-common-c 2021-04-18 19:34:12 -05:00
Cameron Gutman f8faccee59 Remove qt5-devel which doesn't exist in Fedora 34 2021-04-17 11:11:37 -05:00
shower 6ac46a36a7 Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (184 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2021-04-17 13:27:02 +02:00
Héctor 27572ba4bc Translated using Weblate (Spanish)
Currently translated at 16.3% (30 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-04-15 22:27:01 +02:00
Cameron Gutman 21be832161 Prepare for v3.1.1 release 2021-04-09 21:07:05 -05:00
Cameron Gutman 5769632793 Update moonlight-common-c for initial GFE 3.22 compatibility 2021-04-09 20:18:47 -05:00
Cameron Gutman 9efd959ed8 Merge branch 'weblate' 2021-04-09 20:17:39 -05:00
Cameron Gutman 5c72afe17e Run lupdate-pro and lrelease-pro 2021-04-04 20:45:57 -05:00
a dc24319333 Translated using Weblate (Russian)
Currently translated at 100.0% (184 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2021-04-05 03:42:34 +02:00
Jorys Paulin 1acbdf94aa Translated using Weblate (French)
Currently translated at 100.0% (184 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-04-05 03:42:33 +02:00
Cameron Gutman 44229dfe51 Update translations
- Add RU and ES to resources.qrc and app.pro
- Rerun lupdate-pro and lrelease-pro
2021-04-04 10:25:06 -05:00
a 13206227d9 Translated using Weblate (Russian)
Currently translated at 100.0% (184 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2021-04-04 17:03:35 +02:00
Cameron Gutman e3e8a57df6 Update to OpenSSL 1.1.1k and FFmpeg 4.3.2 2021-03-31 20:27:33 -05:00
Cameron Gutman 7afff80984 Update moonlight-common-c to pick up AMF HEVC parsing fix 2021-03-31 20:07:45 -05:00
Cameron Gutman 500522418e Fix AppImage build 2021-03-28 16:07:20 -05:00
a 5ccac5a5c3 Translated using Weblate (Russian)
Currently translated at 45.1% (83 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2021-03-28 14:29:40 +02:00
Héctor 69822f4401 Translated using Weblate (Spanish)
Currently translated at 11.4% (21 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/es/
2021-03-28 14:29:39 +02:00
reloxx13 f290cfbd35 Translated using Weblate (German)
Currently translated at 100.0% (184 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2021-03-28 14:29:39 +02:00
Cameron Gutman fae30f59ce Add attribution for Cloudsmith 2021-03-27 12:40:51 -05:00
a a15f303c0a Added translation using Weblate (Russian) 2021-03-26 05:05:09 +01:00
Cameron Gutman 5e85038d78 Update AppImage to libva 2.11 2021-03-25 22:17:51 -05:00
Héctor 4e7b35c54e Added translation using Weblate (Spanish) 2021-03-25 09:04:18 +01:00
Cameron Gutman 48dde310ae Add Norwegian Bokmål to the build 2021-03-24 20:40:22 -05:00
Cameron Gutman 6b041e7657 Run lrelease-pro 2021-03-24 20:39:52 -05:00
Cameron Gutman 69576ee1e1 Run lupdate-pro 2021-03-24 20:39:39 -05:00
Cameron Gutman bd3105f62e Merge remote-tracking branch 'origin/weblate' 2021-03-24 20:28:24 -05:00
Cameron Gutman 02e3f0e71b Add missing declaration 2021-03-22 23:32:00 -05:00
Cameron Gutman 74bf981f3d Ensure hwframe read-back works in SDL renderer 2021-03-22 23:15:14 -05:00
Cameron Gutman 32f0678692 Only pass modifiers array if DRM_MODE_FB_MODIFIERS is set 2021-03-22 22:52:06 -05:00
Cameron Gutman e74753bec1 Allow fallback from EGL to direct on EGLImage export failure 2021-03-22 22:51:29 -05:00
Cameron Gutman 4a8c9ad17f Add support for 4-plane frames 2021-03-22 00:46:04 -05:00
Cameron Gutman 0c6c882f50 Fix attribute buffer overflow for fully planar YUV formats 2021-03-22 00:14:06 -05:00
Cameron Gutman 579f25c1ba Add missing EGL_DMA_BUF_PLANE2 definitions 2021-03-22 00:02:03 -05:00
Cameron Gutman d5eb5c8816 Fix build with EGL 1.4 headers 2021-03-21 23:59:35 -05:00
Cameron Gutman 26d04b5f9c Render DRM-PRIME frames as opaque images
We can't always assume they are NV12. Even if they _are_ NV12,
they may have DRM format modifiers that are incompatible with
simply assuming linear Y and UV buffers (such as tiling).
2021-03-21 23:23:12 -05:00
Cameron Gutman a0b9684504 Continue refactoring for non-NV12 support in EGLRenderer 2021-03-21 21:43:57 -05:00
Cameron Gutman 402b6d1f0c Begin refactoring for non-NV12 support in EGLRenderer 2021-03-21 19:20:52 -05:00
Cameron Gutman e87a5fa354 Pass DRM format modifiers to FB creation 2021-03-21 17:54:10 -05:00
Allan Nordhøy 63574f643e Translated using Weblate (Norwegian Bokmål)
Currently translated at 70.1% (129 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nb_NO/
2021-03-21 10:36:54 +01:00
Cameron Gutman 1d6b1020c3 Translated using Weblate (French)
Currently translated at 73.9% (136 of 184 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-03-21 06:29:36 +01:00
Allan Nordhøy 96337a3230 Translated using Weblate (Norwegian Bokmål)
Currently translated at 16.3% (30 of 184 strings)

Translation: moonlight/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nb_NO/
2021-03-21 02:33:56 +01:00
reloxx13 950c59d8b4 Translated using Weblate (German)
Currently translated at 100.0% (184 of 184 strings)

Translation: moonlight/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/de/
2021-03-21 02:33:56 +01:00
Allan Nordhøy 9cfd095281 Added translation using Weblate (Norwegian Bokmål) 2021-03-21 02:33:56 +01:00
Anonymous 996e049863 Translated using Weblate (Chinese (Simplified))
Currently translated at 96.1% (177 of 184 strings)

Translation: moonlight/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/zh_Hans/
2021-03-21 02:33:56 +01:00
Anonymous 6e42817c3e Translated using Weblate (French)
Currently translated at 74.4% (137 of 184 strings)

Translation: moonlight/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/fr/
2021-03-21 02:33:56 +01:00
Cameron Gutman 7758344a57 Fix Weblate badge 2021-03-20 18:12:04 -05:00
Cameron Gutman b5df566b6b Add Weblate links to readme
Closes #539
2021-03-20 18:11:15 -05:00
Cameron Gutman e21fd19a70 Prepare for v3.1.0 release 2021-03-14 11:30:21 -05:00
Cameron Gutman 98672c8e44 Allow remote desktop mouse mode in embedded mode
It can be easier to control the mouse on the desktop that way
2021-03-13 16:58:58 -06:00
Cameron Gutman 2e92f0640b Update SDL_GameControllerDB 2021-03-13 15:50:01 -06:00
Cameron Gutman d6b314f573 Add option to build for embedded environments 2021-03-13 15:20:58 -06:00
Cameron Gutman d7a150ffa8 Only enable capture mode list if capture toggle is enabled 2021-03-13 14:59:32 -06:00
Cameron Gutman 955da6be30 Enable Gallium VAAPI driver on VAAPI 1.x 2021-03-13 14:37:13 -06:00
Cameron Gutman b5f8e6738a Move LANG_DE to the end of the Language enum 2021-03-09 20:13:55 -06:00
reloxx13 d7fa8c9795 Add german translation (#536)
* add german translation

* add german to language list

* donttranslate language names. always use the native name.

* add compiled german translation file

* german translation handling

* add german to getSuffixFromLanguage

* update german string and translation

* update all language files with new strings

* typo

* compile

* more typos and fixes for german
2021-03-09 20:10:36 -06:00
Cameron Gutman acb7a5b3c8 Fix XCB out-of-sequence abort after switching to non-threaded Qt renderer 2021-03-07 16:48:10 -06:00
Cameron Gutman 783a57ef89 Use separate thread for streaming on X11 and Wayland 2021-03-07 12:15:42 -06:00
Cameron Gutman d33ccce683 Hold a reference to the underlying DMA-BUFs until the next frame 2021-03-07 12:01:25 -06:00
Cameron Gutman d722bf10b9 Don't use glFinish() with KMSDRM backend 2021-03-07 11:23:31 -06:00
Cameron Gutman 41337475a2 Update SDL_GameControllerDB 2021-03-06 14:29:55 -06:00
Cameron Gutman f504a069d7 Update VCRedist version for VC 16.9 2021-03-05 17:51:26 -06:00
Cameron Gutman 96f79688dd Use av_packet_alloc() instead of av_init_packet()
sizeof(AVPacket) may be deprecated from ABI in the near future
2021-03-05 17:47:04 -06:00
Cameron Gutman c330898aeb Add workaround for AppView breaking after changing language at runtime 2021-03-05 17:44:31 -06:00
Cameron Gutman 94952cf0a4 Update issue template 2021-03-03 01:39:55 -06:00
Cameron Gutman a3c249abe9 Don't load the app label asynchronously 2021-03-02 19:03:09 -06:00
Cameron Gutman c26562fab8 Fix Steam Link build 2021-03-02 18:57:16 -06:00
Cameron Gutman b7cbd99212 Fix tooltip display in app grid 2021-03-02 18:35:50 -06:00
Cameron Gutman b53ef35a85 Improve loading speed of PC and app grids 2021-03-02 18:32:56 -06:00
Cameron Gutman 1ebb5fefb1 Address Clazy warnings 2021-03-02 18:14:15 -06:00
Cameron Gutman 164b3edd41 Fix viewport size on High DPI Wayland systems
Fixes #533
2021-03-01 22:47:14 -06:00
Cameron Gutman 819ea36cca Hack to fix build on AppVeyor 2021-02-28 16:47:39 -06:00
Cameron Gutman 088c9b9e4e Stop single-arch binary build before extracting dSYM 2021-02-28 16:02:50 -06:00
Cameron Gutman ab25a9b8ee Add Universal binary support to build script 2021-02-28 15:49:59 -06:00
Cameron Gutman b2aea9f8f0 Revert change to only fire special combos on key up 2021-02-28 15:06:46 -06:00
Cameron Gutman 5399b95936 Fix update checker on macOS with Qt 6.0 builds 2021-02-28 14:33:20 -06:00
Cameron Gutman 1d5c120748 Add support for specifying minimum kernel versions in the update manifest 2021-02-28 14:27:29 -06:00
jmt-gh 6be7301e69 Stats overlay controller combo (#495)
* Update gamepad.cpp

add gamepad combo to toggle stats overlay

* typo fixes
2021-02-27 17:03:52 -06:00
Maximiliano Bertacchini fff9f2b17d Add numpad Enter handlers (Keys.onEnterPressed) (#516) 2021-02-27 17:01:22 -06:00
Cameron Gutman 87a7d2e45c Add setting to only capture system keys in full-screen 2021-02-27 16:47:38 -06:00
Cameron Gutman 58803ef40d Update SDL to e561ce3 and OpenSSL to 1.1.1j 2021-02-27 13:08:21 -06:00
Cameron Gutman b27ca993aa Add support for system key capture in windowed mode on macOS 2021-02-26 21:43:47 -06:00
Cameron Gutman 28ecc6bcbf Remove old Qt Multimedia audio renderer 2021-02-25 23:23:08 -06:00
Cameron Gutman 30c5e3f237 Fix window icons on Wayland 2021-02-25 23:20:21 -06:00
Cameron Gutman 6a25a3a3d0 Don't require DRM master for SDL KMSDRM backend 2021-02-25 22:27:20 -06:00
Cameron Gutman 9a84c0ae30 Update AppImage to official SDL Git repo 2021-02-25 22:00:35 -06:00
Cameron Gutman 133cc5457d Use SDL_CaptureMouse() on macOS and Linux too 2021-02-08 18:30:22 -06:00
Cameron Gutman 05e4c5b507 Move clipboard processing to a separate thread to avoid blocking the main thread during pastes 2021-02-07 17:18:35 -06:00
Cameron Gutman 8372717a09 Improve Unicode support for some common characters 2021-02-07 16:00:00 -06:00
Cameron Gutman 5f3f2a96fd Improve detection of having no clipboard text 2021-02-07 13:53:03 -06:00
Cameron Gutman b83c6f0c28 Add support for pasting clipboard text 2021-02-07 13:46:38 -06:00
Cameron Gutman 36dc0f3e3c Use mouse capture for Win32 instead of our global mouse state hack 2021-02-07 12:38:57 -06:00
Cameron Gutman b4edde6f90 Disable Qt 6 threaded renderer on Windows
They switched from non-threaded to threaded by default in Qt 6
2021-02-07 11:21:47 -06:00
Cameron Gutman 395eb5581c Cache results of WMUtils::isRunningX11() and WMUtils::isRunningWayland() 2021-02-07 11:03:53 -06:00
Cameron Gutman 6dab251055 Don't overwrite window mode settings when switching between WM and non-WM environments 2021-02-07 10:49:29 -06:00
Cameron Gutman 3bd6a6a614 Fullscreen is no longer required for passing system keyboard shortcuts 2021-02-06 20:15:58 -06:00
Cameron Gutman 93d21a0d1d Fix EGLImage leak when not using a hwaccel backend 2021-02-06 17:59:05 -06:00
Cameron Gutman 2c2a73e320 Fix build and require SDL 2.0.15 to hook 2021-02-06 17:07:21 -06:00
Cameron Gutman a88a3c9ea3 Allow SDL to render with KMSDRM backend while Qt is also using DRM 2021-02-06 16:32:54 -06:00
Cameron Gutman e4df70cd56 Use the async connect thread on all platforms
It turned out that the cause of the random crashes was the threaded renderer
that we now turn off.
2021-02-06 15:14:15 -06:00
Cameron Gutman 90f7d35150 Always use a non-threaded renderer
This ensures we can block Qt's rendering as needed to synchronize with SDL
2021-02-06 14:58:30 -06:00
Cameron Gutman 75b19a60c1 Fix build on macOS and keyboard grab bugs 2021-02-06 11:29:18 -06:00
Cameron Gutman 9fc921f49f Use SDL's keyboard grab support now that it's been upstreamed 2021-02-05 00:13:20 -06:00
Cameron Gutman 4b9e90ac72 Update SDL for Windows and macOS to Hg 60b9ce4ee73e
https://github.com/cgutman/moonlight-deps/commit/ad955430988be24fd379a6152642c7ce4053bc7f
2021-02-04 20:51:33 -06:00
Cameron Gutman 36dd6c83e0 Fix assert failure when using v4l2m2m with EGL 2021-02-04 20:38:18 -06:00
Cameron Gutman d790313221 Use the existing install of Qt on macOS in CI 2021-02-04 19:39:58 -06:00
Cameron Gutman c3895f06c0 Fix handling of preferred/compatible pixel formats with EGLRenderer and VAAPI/DRM backends 2021-02-04 19:39:18 -06:00
Cameron Gutman 76e81fa651 Add windowed support for MMAL 2021-02-03 20:57:39 -06:00
Cameron Gutman d63a1b0eb0 Handle custom hwaccel decoders 2021-02-02 19:45:22 -06:00
Cameron Gutman 4dffac3c78 Ask for NV12 buffers for DRMRenderer 2021-02-02 19:40:06 -06:00
Cameron Gutman 88391b0274 Use the decoder's supported pix_fmts to select a suitable renderer 2021-02-02 19:05:27 -06:00
Cameron Gutman c3cea0238e Fix build with old EGL 1.5 headers without EGL_EGL_PROTOTYPES 2021-01-31 21:42:56 -06:00
Cameron Gutman 5bf4266973 Fix build with old Mesa EGL headers 2021-01-31 18:41:53 -06:00
Cameron Gutman ed57c54d06 Move EGL definitions into renderer.h to try to fix build on Armbian 2021-01-31 17:01:11 -06:00
Cameron Gutman 01936e000e Fix Steam Link bundle build 2021-01-31 16:27:38 -06:00
Cameron Gutman 80137848dc Add DMA-BUF export compatibility with EGL 1.4 2021-01-31 16:24:31 -06:00
Cameron Gutman 149575e0c4 Don't retranslate if the language didn't change 2021-01-31 15:28:00 -06:00
Cameron Gutman 6a66b462ce Allow DRMRenderer to be used for indirect rendering 2021-01-31 15:19:19 -06:00
Cameron Gutman 1e31f6fe77 Fix initialization of DRM backend with X running 2021-01-31 15:03:40 -06:00
Cameron Gutman f173b3ff09 Attempt to fix AppImage and Steam Link build errors 2021-01-31 14:48:42 -06:00
Cameron Gutman baffab62ce Fix uninitialized variable warning 2021-01-31 12:58:19 -06:00
Cameron Gutman d141cec2a8 Fix mangled macOS libraries after transition to submodule 2021-01-31 12:23:52 -06:00
Cameron Gutman df87ac3810 Update SDL in AppImage to Hg d75deb75464a 2021-01-31 12:13:20 -06:00
Cameron Gutman 46960ce0a4 Remove side-by-side support for Qt 5.9 on Steam Link 2021-01-31 12:08:15 -06:00
Cameron Gutman 522206b0bc Use shallow-cloned submodule for prebuilts 2021-01-31 11:50:41 -06:00
Cameron Gutman 24d60dd3ab Remove prebuilt binaries 2021-01-31 11:40:41 -06:00
Cameron Gutman dbfdc2fd14 Share DRM FD and GBM device with SDL
Depends on https://hg.libsdl.org/SDL/rev/d75deb75464a
2021-01-30 21:11:52 -06:00
Cameron Gutman a97912e297 Print the error when querying EGL_EXTENSIONS fails 2021-01-30 20:13:20 -06:00
Cameron Gutman cedba501ee Query the frontend renderer to determine fullscreen-only limitations 2021-01-30 17:57:34 -06:00
Cameron Gutman ac947d3bda Add EGLImage export support to DRMRenderer 2021-01-30 17:52:23 -06:00
Cameron Gutman 243ba371b3 Initialize a DRM hardware context for hwaccel usage 2021-01-30 16:33:58 -06:00
Cameron Gutman 3af24eafbb Build fixes 2021-01-30 12:53:57 -06:00
Cameron Gutman 69b6022afe Add language selection option in settings
Fixes #501
2021-01-30 12:14:31 -06:00
Cameron Gutman 1cd66419d4 Remember desired cursor hide state
Fixes #511
2021-01-30 11:08:01 -06:00
WLongandWLong 5309a02f6d Add simplified Chinese language (#506)
* 添加qml_zh_cn.ts

* 更新部分翻译

* 优化部分文字描述

* 优化部分文字描述

* 恢复README.md

Co-authored-by: WLong <a101084@126.com>
2021-01-30 10:10:36 -06:00
Cameron Gutman 541784382a Add support for AV_HWDEVICE_TYPE_DRM hwaccels 2021-01-30 10:00:01 -06:00
Cameron Gutman 2a7fae2c82 Revert "Add logic to try LibreELEC's out-of-tree stateless V4L2 decoders"
v4l2request is a hwaccel not a decoder

This reverts commit ed3a5448b1.
2021-01-29 20:30:01 -06:00
Cameron Gutman ed3a5448b1 Add logic to try LibreELEC's out-of-tree stateless V4L2 decoders 2021-01-29 20:19:27 -06:00
Cameron Gutman 2eb4769bbc Only trigger special key combos when all keys are up 2021-01-24 13:02:42 -06:00
Cameron Gutman 02019000df Ctrl+Alt+Shift+Down Arrow is a reserved key combo on GNOME, so switch to Ctrl+Alt+Shift+D 2021-01-21 23:05:48 -06:00
Cameron Gutman 6262f51c96 Key capture is supported on Wayland with latest SDL Hg 2021-01-21 21:07:54 -06:00
Cameron Gutman d38ff5759a Add Ctrl+Alt+Shift+Down Arrow shortcut to minimize 2021-01-21 19:39:17 -06:00
Cameron Gutman f6de2e4dd3 Revert "Disable the system keyboard capture option on Wayland"
SDL now supports keyboard grab with https://hg.libsdl.org/SDL/rev/b0e13627c656

This reverts commit bc10fd0aba.
2021-01-20 21:43:16 -06:00
Cameron Gutman 3959f447d4 Fix detection of x64 architecture on some machines 2021-01-17 12:58:08 -06:00
Cameron Gutman 14a6a69dc0 Version 3.0.0 2021-01-17 10:33:10 -06:00
Cameron Gutman 3191182009 Update Windows SDL to Hg a5b970d28bfd 2021-01-17 10:17:27 -06:00
Cameron Gutman e210dc748f Update macOS SDL to Hg a5b970d28bfd 2021-01-17 10:08:45 -06:00
Cameron Gutman 724dcb557f Hide irrelevant options on embedded devices 2021-01-15 19:46:27 -06:00
Cameron Gutman 11d274ff07 Fix X11 keyboard grab when starting in windowed mode 2021-01-15 19:32:38 -06:00
Cameron Gutman ae246b1005 Trim keyboard shortcut setting text slightly 2021-01-15 19:25:28 -06:00
Cameron Gutman ca0250280a Update moonlight-common-c submodule 2021-01-14 19:32:32 -06:00
Cameron Gutman f49d6e15a4 Fix clearing the wrong flag when activating mouse capture 2021-01-14 19:30:30 -06:00
Cameron Gutman 7172cfd889 Properly handle multiple window event flush barriers in flight at once
Fixes streaming on macOS Mojave without Metal support
2021-01-14 19:28:21 -06:00
Cameron Gutman 89e9652075 Save preferences on destruction in case the user closes Moonlight directly from the settings page 2021-01-13 19:43:52 -06:00
Cameron Gutman 53098edc85 Print which archs were bundled in the installer after the build completes 2021-01-13 19:36:46 -06:00
Cameron Gutman e9968fbab3 Add system key capture to the feature list 2021-01-13 19:36:17 -06:00
Cameron Gutman bc10fd0aba Disable the system keyboard capture option on Wayland 2021-01-12 20:41:20 -06:00
Cameron Gutman 76b4922bbe Add toggle for system key capture 2021-01-12 20:05:18 -06:00
Cameron Gutman 8e790c4745 Use real full-screen on macOS when capturing keys 2021-01-12 19:57:01 -06:00
Cameron Gutman c331b180cb Fix modifier keys being stuck down after key combos when capturing system keys on Windows 2021-01-12 18:40:00 -06:00
Cameron Gutman 30e3b02867 Start implementation of system key capture 2021-01-11 23:43:32 -06:00
Cameron Gutman bedea4a093 Rebuild SDL2_ttf.framework as a Universal binary 2021-01-10 14:32:43 -06:00
Cameron Gutman 5372cfba20 Minor fixes to kiosk mode PR
- UI_FULLSCREEN_WINDOWED -> UI_MAXIMIZED
- Propagate user configuration from old "start windowed" option
- Use FullScreen when a window manager isn't present
- Set disabled control to FullScreen with no window manager
2021-01-10 10:09:31 -06:00
jmt-ghandjmt-gh 19dac306d1 Add support for Fullscreen UI in Moonlight (#492)
* initial UI and window decoration removal toggle

* revert default height change

* add fullscreen support to kiosk mode

* add tool tip for kiosk mode

* change to fullscreen rather than kiosk

* update to Fullscreen instead of Full-screen or Full Screen

* update UI text

* convert to display mode picker

* add UI label for picker

* clean up references to startMaximized and fullScreenUIMode

* remove flags property, as fullscreen visiblity handles this already

* use Maximized in selection text

* account for running moonlight without a window manager

* lock display mode from being changed if there is no window manager running

Co-authored-by: jmt-gh <jmt-gh@users.noreply.github.com>
2021-01-10 09:50:12 -06:00
Cameron Gutman e9a98a3402 Add note about multi-monitor bug to remote desktop tooltip 2021-01-09 18:03:48 -06:00
Cameron Gutman 7020749987 Change mute on minimize to mute on focus loss
Minimization doesn't always happen on focus loss in full-screen mode,
so it could lead to unpredictable behavior.
2021-01-09 17:56:23 -06:00
Cameron Gutman 2d62d090df Use a barrier to ensure we don't flush important window events 2021-01-09 17:51:25 -06:00
Cameron Gutman e6f59062fa Update SDL to Hg d7abc11bb69a
https://github.com/cgutman/moonlight-deps/commit/20ce1c15eddb0ee9b216b0928844412e3e63e1d6
2021-01-08 21:43:37 -06:00
Cameron Gutman 0d3092d62c Update SDL to Hg d7abc11bb69a
https://github.com/cgutman/moonlight-deps/commit/20ce1c15eddb0ee9b216b0928844412e3e63e1d6
2021-01-08 21:35:07 -06:00
Cameron Gutman af0921c5b2 Set new hints present in SDL 2.0.15 development builds 2021-01-08 18:14:49 -06:00
Cameron Gutman 137454beff Use SDL_UpdateNVTexture on SDL 2.0.15+ 2021-01-08 18:05:27 -06:00
Cameron Gutman a0cc93b813 Fix EGL renderer build on SDL 2.0.9 and earlier 2021-01-03 14:24:30 -06:00
Cameron Gutman ff516f63b4 Set QT_QPA_EGLFS_ALWAYS_SET_MODE=1 by default for RetroPie compatibility 2021-01-03 11:16:59 -06:00
Cameron Gutman 68acb78ae6 Use specific resuming text when reconnecting to a game 2020-12-31 21:33:41 -06:00
Cameron Gutman 949aaaff2a Add tooltip for hide games option 2020-12-31 21:31:46 -06:00
Cameron Gutman 390544cd9a Charge time spent in the decode unit queue to the decoder rather than receive time 2020-12-31 16:10:01 -06:00
Cameron Gutman 766a923f86 Reduce size of Windows installers and portable packages 2020-12-31 11:44:59 -06:00
Cameron Gutman 202ce14afa Update SDL_GameControllerDB 2020-12-30 13:34:01 -06:00
Cameron Gutman 8ff9d8123d Switch VT renderer pacing logic to be enabled by the frame pacing checkbox 2020-12-29 20:26:56 -06:00
Cameron Gutman 2715367411 Fix default audio output change detection on macOS 2020-12-28 14:37:17 -06:00
Cameron Gutman 44b61d9252 Fix accidental static import of IsWow64Process2() and tweak message text 2020-12-28 13:32:02 -06:00
Cameron Gutman 565bba6e55 Point users to ARM64 version of Moonlight if running the x86 or x64 versions 2020-12-28 12:27:22 -06:00
Cameron Gutman 2ecfb7af64 Improve description of gamepad mouse mode 2020-12-27 15:41:47 -06:00
Cameron Gutman 998d3b2cc1 Fix tooltip line wrapping 2020-12-27 15:34:49 -06:00
Cameron Gutman c923d643b9 Rebuild FFmpeg 4.3.1 (patched), discord-rpc, Opus, and OpenSSL 1.1.1i as Universal binaries
https://github.com/cgutman/moonlight-deps
4c2815b5f2045ef0e8b098ed2fa8c4f9c1f5cd77

Built locally with Xcode 12.3 with ARM64 targets enabled
2020-12-27 00:14:39 -06:00
Cameron Gutman bc39c721e3 Add a key combo to toggle cursor display in remote desktop mouse mode 2020-12-26 19:47:00 -06:00
Cameron Gutman 5096ff6496 Add options to invert scroll direction and swap gamepad buttons
Fixes #463
Fixes #467
2020-12-25 22:21:20 -06:00
Cameron Gutman a11f623b17 Add option to mute audio on minimize and background gamepad input
Fixes #461
2020-12-25 15:32:11 -06:00
Cameron Gutman f7ffb30bc6 Reorganize settings and improve descriptions 2020-12-25 12:19:22 -06:00
Cameron Gutman c7ddb54e67 Add support for bundling ARM64 binaries into the installer
It is disabled by default because Qt doesn't have official ARM64 builds yet
2020-12-24 17:21:35 -06:00
Cameron Gutman c4108feb15 Add SDL 2.0.14 hints 2020-12-24 14:31:47 -06:00
Cameron Gutman 47cad71fcd Add special error text for an early termination 2020-12-24 11:24:01 -06:00
Cameron Gutman 0b56b1685a Use LiStringifyPortFlags() instead of coding it ourselves 2020-12-23 14:08:20 -06:00
Cameron Gutman c414e1a168 Display the failing ports when the connection fails 2020-12-23 13:56:15 -06:00
Cameron Gutman 22bebb6bbc Maxwell 2 doesn't support 8K HEVC encoding 2020-12-22 18:57:45 -06:00
Cameron Gutman c3f9742bb6 Update to SDL 2.0.14 for Windows
Defines:
#undef SDL_JOYSTICK_RAWINPUT
#undef SDL_JOYSTICK_WGI
#define USE_D3D9EX 1
2020-12-21 21:00:55 -06:00
Cameron Gutman 3defccb6e2 Work around poor video scaling quality on Qualcomm GPUs 2020-12-21 21:00:55 -06:00
Cameron Gutman 1197b17509 Update AppImage to SDL 2.0.14 2020-12-21 20:30:21 -06:00
Cameron Gutman 265e28e7c3 Update to SDL 2.0.14 for macOS
This is a fat binary with both Intel and ARM64 code.
2020-12-21 20:29:55 -06:00
Cameron Gutman 9c758f1628 Create power-of-2 overlay surfaces for better performance
This lets us take the fast copy path in the DXVA2 renderer.
2020-12-20 17:31:02 -06:00
Cameron Gutman 5f4975ca5c Fix DXVA2 overlay rendering quality issus 2020-12-20 17:30:06 -06:00
Cameron Gutman e5bcc793e5 Implement overlay support in EGLRenderer
Fixes #405
2020-12-19 23:01:41 -06:00
Cameron Gutman cd5b0e74e3 Draw background in MMAL renderer on X11
Fixes #412
2020-12-19 21:25:20 -06:00
Cameron Gutman 3162d2c17d Fix aspect ratio of MMAL renderer output 2020-12-19 17:48:36 -06:00
Cameron Gutman 6a54fb649c Fix synchronization issues between render and overlay update threads in DXVA2 2020-12-18 20:23:52 -06:00
Cameron Gutman 8031ed7fe1 Run a GC before and after streaming 2020-12-18 19:54:11 -06:00
Cameron Gutman dcbf5affda Fix use-after-free in VDPAU overlay rendering 2020-12-18 19:39:24 -06:00
Cameron Gutman 027c8dcd41 Add overlay support to VDPAU renderer 2020-12-17 18:35:08 -06:00
Cameron Gutman 94b46a2173 Use a vertex buffer for rendering the DXVA2 overlays 2020-12-16 18:16:35 -06:00
Cameron Gutman b66f7f6c8b Don't persist the server cert until pairing is successful
Fixes #484
2020-12-15 21:24:21 -06:00
Cameron Gutman 355e4a5c67 Handle MSVC mkspecs with version number suffixes
ARM64 build uses win32-arm64-msvc2017
2020-12-13 23:58:13 -06:00
Cameron Gutman 1e7cb7f13e Replace D3DX9 with SDL_ttf for overlay rendering 2020-12-13 23:43:31 -06:00
Cameron Gutman d58837421f Refactor SDL overlay drawing into OverlayManager for sharing with other renderers 2020-12-13 15:51:50 -06:00
Cameron Gutman 19d5358b97 Add a PC menu header to show the current PC status 2020-12-13 12:50:56 -06:00
Cameron Gutman a6551c320d Finish Windows ARM64 bringup
SDL2  for ARM64 is not yet checked-in, but I will do that when SDL 2.0.14 is released.
2020-12-12 16:44:41 -06:00
Cameron Gutman 59a73817c8 Don't use AntiHooking.dll or use D3DX9 on ARM64 2020-12-12 13:59:47 -06:00
Cameron Gutman 1231f3eeb1 Stub out ARM64 build support in build-arch.bat 2020-12-12 13:08:45 -06:00
Cameron Gutman cd40c1dacd Update bundled libraries for AppImage 2020-12-12 12:51:00 -06:00
Cameron Gutman 33286a5bde Add ARM64 VCRedist definitions for later use 2020-12-12 12:43:21 -06:00
Cameron Gutman b61c35aff9 Rebuild SDL_ttf 2.0.15 for x86, x64, and ARM64 using FreeType 2.10.4 2020-12-10 21:16:16 -06:00
Cameron Gutman 2a3e1ba62e Rebuild FFmpeg 4.3.1, discord-rpc, Opus, and OpenSSL 1.1.1i for x86, x64, and ARM64
https://github.com/cgutman/moonlight-deps
382270e6c9a9c42addce06ef5dc6522b1368b5e2
2020-12-10 21:03:34 -06:00
Cameron Gutman d95f3277b2 Merge pull request #479 from TotalCaesar659/patch-1
Update URLs to HTTPS
2020-12-10 09:06:35 -06:00
TotalCaesar659 e0a2c8cb8a Update URLs to HTTPS 2020-12-10 16:37:29 +03:00
Cameron Gutman 0aa46a57fe Update moonlight-common-c submodule 2020-12-07 20:05:25 -06:00
Cameron Gutman 53e3cd143e Refresh display resolutions when opening the settings page 2020-12-07 19:58:42 -06:00
Cameron Gutman 8381039f97 Remove extra includes 2020-12-06 17:15:30 -06:00
Cameron Gutman a91c61e5e2 Remove Raspberry Pi PulseAudio avoidance hack
Not only is it no longer required (PA works great now), it actually breaks audio with Pi OS's new PA config
2020-12-06 16:58:41 -06:00
Cameron Gutman f90efd7e38 Fix infinite polish() loop when quitting a game due to removal of the 'overlay' property on Qt 6.0 2020-12-01 20:46:28 -06:00
Cameron Gutman fab142dd38 Add workaround for problems with Qt 6.0's Metal renderer 2020-12-01 19:13:17 -06:00
Cameron Gutman 125d546cea Fix installer build warning 2020-11-29 21:22:30 -06:00
Cameron Gutman 179f7ecc23 Fix AppVeyor artifact archival 2020-11-29 21:22:16 -06:00
Cameron Gutman 0fc30a70ca Build unified Windows installer bundles 2020-11-29 21:13:27 -06:00
Cameron Gutman f81509a892 Download VCRedist on demand rather than always bundling it in the installer 2020-11-29 20:24:23 -06:00
watchhaandwatchha fc4488f17f French update (#476)
Co-authored-by: watchha <watchha@users.noreply.github.com>
2020-11-29 11:20:25 -06:00
Cameron Gutman 2748f3d22e Update build instructions 2020-11-29 11:10:16 -06:00
Cameron Gutman e0d42cbe9c Fix index out of bounds when an app is hidden 2020-11-28 17:33:15 -06:00
Cameron Gutman 1780d9417f Disable app menu options instead of hiding them 2020-11-28 17:32:39 -06:00
Cameron Gutman 5f182b1e62 Remove "View Apps" and change "View Hidden Apps" to "View All Apps" 2020-11-28 17:29:13 -06:00
Cameron Gutman 80cee8367f Make sure the last modified time for the GCDB is not in the future 2020-11-24 00:18:34 -06:00
Cameron Gutman 7325d5657d Add custom resolution option 2020-11-24 00:13:39 -06:00
Cameron Gutman 72182c7caa Add support for selecting an app to launch directly 2020-11-23 21:38:22 -06:00
Cameron Gutman d7ca3801be Fix build on Qt 5.14 and earlier 2020-11-23 20:39:50 -06:00
Cameron Gutman 2ef714f87b Avoid runtime QT_OPENGL warning on Qt 6.0 2020-11-23 18:36:32 -06:00
Cameron Gutman 46940eb15a Enable HTTP/2 for update checking and mapping updates 2020-11-23 18:35:46 -06:00
Cameron Gutman 3485983553 Delete the cached mappings if they are empty or corrupt 2020-11-23 18:34:53 -06:00
Cameron Gutman 861ebc151a Only update gamepad mappings if they're newer than what we already have 2020-11-23 18:31:21 -06:00
Cameron Gutman ae5df938b6 Update macOS icon to match new Big Sur style 2020-11-21 16:37:56 -06:00
Cameron Gutman e224a7f0c7 Fetch updated gamepad mappings each launch 2020-11-21 14:45:34 -06:00
Cameron Gutman aa4684077d Fix inability to open app menu with gamepad 2020-11-21 13:28:04 -06:00
Cameron Gutman 193e196c46 Update searching message 2020-11-21 13:18:17 -06:00
Cameron Gutman 6e7a42065c Translation updates and refactoring 2020-11-21 13:15:54 -06:00
watchhaandwatchha 2c987d2912 French translation (#451)
* french translation

* Update main.cpp

* Update main.cpp

Co-authored-by: watchha <watchha@users.noreply.github.com>
2020-11-21 11:42:16 -06:00
Cameron Gutman 19f5dc12fb Fix fill color of Discord logo on Qt 5.9 2020-11-21 11:29:55 -06:00
Cameron Gutman 38b59aa1a9 Fix DXVA2 renderer compilation with Qt 6.0 2020-11-21 11:12:40 -06:00
Cameron Gutman 201b59cd4c Compilation fixes for Qt 6.0 Beta 3 2020-11-07 19:23:23 -06:00
Cameron Gutman de3afe27c1 Fix LSMinimumSystemVersion to match Qt 5.15 2020-11-01 09:42:03 -06:00
Cameron Gutman 7bee8e73f0 Update moonlight-common-c with QoS fix 2020-10-28 20:39:37 -05:00
Cameron Gutman 17e0fbbaf8 Update moonlight-common-c with MTU test 2020-10-17 21:53:33 -05:00
Cameron Gutman ec486e89e4 Use char16_t overload of QString::fromUtf16() for Qt 6.0 compatibility 2020-10-16 00:07:58 -05:00
Cameron Gutman ec3b000264 QTextStream::setCodec() is gone in Qt 6.0, so use the replacement setEncoding() function 2020-10-15 18:57:04 -05:00
Cameron Gutman 90a513dc3d Improve source compatibility with Qt 6.0 2020-10-15 18:54:12 -05:00
Cameron Gutman 32a74e3416 Update qmdnsengine to build with Qt 6.0 2020-10-14 22:40:25 -05:00
Cameron Gutman 1d90bf9230 Trim spaces from the provided IP address or hostname 2020-10-06 21:39:01 -05:00
Cameron Gutman 81943b12c0 Version 2.2.0 2020-09-09 22:26:12 -07:00
Cameron Gutman 18fa7c2832 Add Discord button in Settings 2020-09-09 21:49:45 -07:00
Cameron Gutman dd02bf809e Don't require linking to wlanapi.dll
This is not always available on Windows Server
2020-09-08 18:27:01 -07:00
Cameron Gutman 2f3a1a5d79 Work around bug where GLES surface creation repeatedly fails on X11 2020-09-07 23:53:29 -07:00
Cameron Gutman 18654cb011 Work around QSGRenderThread crash on Wayland 2020-09-07 23:07:31 -07:00
Cameron Gutman 5954f80645 Update common-c to avoid TCP tests for single addresses 2020-09-07 10:57:23 -07:00
Cameron Gutman 3e36357315 Remove HDR option because it doesn't currently work 2020-09-06 17:33:40 -07:00
Cameron Gutman a06a454ade Ignore ICMP Port Unreachable messages on our UDP sockets 2020-09-06 15:02:11 -07:00
Cameron Gutman c0fab4b41f Try TCP 47989 and TCP 48010 as fallbacks if 47984 doesn't work 2020-09-06 11:56:12 -07:00
Cameron Gutman 80b79f3636 Rebuild SDL for macOS
changeset 8f1abe5e7d8f

Patches:
https://bugzilla.libsdl.org/show_bug.cgi?id=5276
https://bugzilla.libsdl.org/show_bug.cgi?id=5282
2020-09-05 15:16:19 -07:00
Cameron Gutman b97ae25f93 Flush mouse position before sending a mouse button event 2020-09-05 14:50:38 -07:00
Cameron Gutman 4722ea6096 Update SDL_GameControllerDB 2020-09-05 14:08:13 -07:00
Cameron Gutman 3e9781033a Create windows with SDL_WINDOW_METAL on macOS
This prevents the window from being recreated when initializing a Metal renderer.
2020-09-05 14:06:58 -07:00
Cameron Gutman 62b296cf85 Rebuild SDL for macOS
changeset 8f1abe5e7d8f

Patches:
https://bugzilla.libsdl.org/show_bug.cgi?id=5276
2020-09-05 14:06:58 -07:00
Cameron Gutman dcbaa52683 Rebuild SDL2 for Windows
changeset 8f1abe5e7d8f

Patches:
https://bugzilla.libsdl.org/show_bug.cgi?id=5272
https://bugzilla.libsdl.org/show_bug.cgi?id=5274
https://bugzilla.libsdl.org/show_bug.cgi?id=5276

Defines:
#undef SDL_JOYSTICK_RAWINPUT
#undef SDL_JOYSTICK_WGI
#define USE_D3D9EX 1
2020-09-05 11:28:47 -07:00
Cameron Gutman 1e29f61656 Merge pull request #433 from annk15/master
Added option to switch primary and secondary mouse buttons
2020-09-05 10:40:00 -07:00
Anton 89319dc7aa Added option to swap left and right mouse buttons
Changed the use of SDL buttons to Moonlight buttons definitions
2020-09-05 08:32:00 +02:00
Cameron Gutman 5755afc4ea Fix app window not hiding when streaming starts 2020-09-04 22:38:54 -07:00
Cameron Gutman d00c434ccc Don't try STUN for manually added PCs over VPNs 2020-09-02 22:56:59 -07:00
Cameron Gutman 4ada59ba48 Populate the external IP address when a PC is added manually using an RFC 1918 IPv4 address 2020-08-30 19:03:55 -07:00
Cameron Gutman 14ccc38f4c Fix certain CLI options not overriding GUI preferences. Fixes #435 2020-08-30 01:38:26 -07:00
Cameron Gutman a8be299bbd Fix compile warnings in moonlight-common-c 2020-08-29 21:37:34 -07:00
Cameron Gutman 2e87f5ff85 Add warning if no key frames can be received in 10 seconds 2020-08-29 21:02:22 -07:00
Cameron Gutman 829ebba622 Fix STUN socket errors being clobbered by closeSocket() 2020-08-29 13:45:20 -07:00
Cameron Gutman 81019fa2a8 Initialize gamepad navigation when streaming from the terminal 2020-08-29 12:59:27 -07:00
Cameron Gutman 1bc3675548 Update AppImage to libva 2.8.0 2020-08-23 16:08:43 -07:00
Cameron Gutman 678ec979c9 Update ASan flags for x64 support in MSVC 16.7
https://devblogs.microsoft.com/cppblog/asan-for-windows-x64-and-debug-build-support/
2020-08-22 17:36:16 -07:00
Cameron Gutman d1a48ae641 Update SDL_GameControllerDB 2020-08-22 14:39:05 -07:00
Cameron Gutman eded86bc10 Allow game controllers to be ignored during streaming only
STREAM_GAMECONTROLLER_IGNORE_DEVICES and STREAM_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT environment variables provide the same functionality as SDL_GAMECONTROLLER_IGNORE_DEVICES and SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, with the difference being SDL_* variables take effect at all times (UI and streaming) while STREAM_* variables take place only while streaming.

Fixes #425
2020-08-22 12:02:26 -07:00
Cameron Gutman 5a7a49d1d5 Display resolution and codec in OSD 2020-08-20 20:52:05 -07:00
Cameron Gutman d3de8049bf QTBUG-80947 is fixed for real in Qt 5.15.1 2020-08-19 21:47:45 -07:00
Cameron Gutman d09dd90a73 Fix hardcoded tick unit duration which is incorrect on Apple silicon 2020-08-12 18:07:10 -07:00
Cameron Gutman 78203eb9be Enable media streaming mode for 802.11 WLAN interfaces on Windows 2020-08-11 22:14:26 -07:00
Cameron Gutman 31c7d4e36f Don't hide the games immediately 2020-08-11 18:46:06 -07:00
Cameron Gutman d3949806f5 Move connection establishment to a separate thread to keep the UI responsive 2020-08-10 22:21:54 -07:00
Cameron Gutman 28ff15c99e Update common-c to prevent server-side log spam 2020-08-09 17:57:12 -07:00
Cameron Gutman bd2c74fe90 Remove UDP 7 and add UDP 47009 for WoL 2020-08-09 14:49:33 -07:00
Cameron Gutman fb6995db94 Add network test option to PC context menu 2020-08-08 20:25:26 -07:00
Cameron Gutman 8c2c4d3282 Reorder PC context menu to place destructive actions at the bottom 2020-08-08 18:32:36 -07:00
Cameron Gutman b81392b818 Add an option to disable the automatic connection testing 2020-08-08 18:29:36 -07:00
Cameron Gutman ad08440023 Test for blocked ports when adding a PC fails 2020-08-08 18:11:25 -07:00
Cameron Gutman ec17623400 Test for blocked ports when a stream fails 2020-08-08 17:59:26 -07:00
Cameron Gutman 288eca7849 Display a friendly error when the Windows Firewall service is disabled 2020-08-08 17:18:25 -07:00
Cameron Gutman b5f202150e Update Windows AppVeyor builds to Qt 5.15 2020-08-02 23:08:12 -07:00
Cameron Gutman 539bf0cb30 Add support for hiding games
Fixes #255
2020-08-01 21:06:01 -07:00
Cameron Gutman 9385d62c89 Enable poll() in ENet for Linux/BSD 2020-07-27 00:04:25 -07:00
Cameron Gutman 897f916552 Update common-c with client connectivity test and select() replacement 2020-07-26 21:05:11 -07:00
Cameron Gutman 914cf6753e Update AppImage to FFmpeg 4.3.1 2020-07-14 20:53:52 -07:00
Cameron Gutman 392208057e Update moonlight-common-c to fix FEC validation assert on GFE 3.20.4 2020-07-14 20:52:49 -07:00
Cameron Gutman 8d2cbf806d Improve message for broken Intel drivers to indicate that users should update their driver 2020-07-12 15:26:38 -07:00
Cameron Gutman ab5025efbf Ignore mouse events outside the video region 2020-07-12 15:06:36 -07:00
Cameron Gutman 912e51d863 Synchronize the client and host cursor when starting absolute mode capture 2020-07-12 15:03:08 -07:00
Cameron Gutman d1c4ca5eae Use uniform_int_distribution for generating PINs 2020-07-12 13:19:26 -07:00
Cameron Gutman 16bb4a148e Only use libsoundio on Windows or macOS 2020-07-08 18:57:27 -05:00
Cameron Gutman d7071cb67f Improve verbiage around quit app and optimize game settings options 2020-06-23 22:17:40 -07:00
Cameron Gutman a13fb3d7c5 Update AppImage to FFmpeg 4.3 2020-06-20 17:03:52 -07:00
Cameron Gutman 85558904a4 Update SDL_GameControllerDB 2020-06-20 17:02:30 -07:00
Cameron Gutman 88ed72fdc1 Use regular VSync when enabled because adaptive VSync still tears 2020-06-20 14:44:21 -07:00
Cameron Gutman 586a93d7aa Use the new EGL renderer for VAAPI by default 2020-06-13 20:21:54 -07:00
Cameron Gutman a446699c6c Update moonlight-common-c to fix QoS-related connection issues 2020-06-12 22:00:24 -07:00
Cameron Gutman f1c459fd6c Fix leak of renderer when we fail to create a GL context 2020-06-08 20:39:12 -07:00
Cameron Gutman 752f0a988b Fix crash during key generation introduced by dcba5762c7 2020-06-08 20:16:42 -07:00
Cameron Gutman 719b266691 Fix build with OpenSSL versions prior to 1.1.0 2020-06-07 16:58:47 -07:00
Cameron Gutman dcba5762c7 Avoid using functions deprecated in OpenSSL 3.0 2020-06-07 16:26:19 -07:00
Cameron Gutman 0757717bea Address const-correctness issues in NvPairingManager 2020-06-07 15:15:33 -07:00
Cameron Gutman a9f762aa96 Fix macOS AppVeyor build 2020-06-07 14:14:06 -07:00
Cameron Gutman db45f46d9e Update AppImage to FFmpeg 4.2.3 2020-06-07 12:17:43 -07:00
Cameron Gutman f00653964e Batch absolute mouse motion like we do for relative motion 2020-05-31 13:34:50 -07:00
Cameron Gutman e0154f9314 Rebuild SDL for macOS
changeset a564e72e3b2d

Patches:
https://bugzilla-attachments.libsdl.org/attachment.cgi?id=4322 for bug #5111
https://bugzilla-attachments.libsdl.org/attachment.cgi?id=4356 for bug #5158
2020-05-31 12:01:50 -07:00
Cameron Gutman 4408a3a354 Delete cached box art when the host is deleted 2020-05-29 21:44:38 -07:00
Cameron Gutman 5abf5a157d Update metadata for Quadro streaming 2020-05-27 20:05:24 -07:00
Cameron Gutman d55d5f60a5 Update common-c 2020-05-26 18:22:39 -07:00
Cameron Gutman feacf2c359 Include stdexcept for std::runtime_error 2020-05-26 17:44:18 -07:00
Cameron Gutman 72ea1601e9 Use a better workaround for the GFE 3.20.3 high FPS bug 2020-05-25 18:57:42 -07:00
Cameron Gutman 02cfd8d978 Revert "Disable SOPS for streams over 60 FPS for GFE 3.20.3"
This reverts commit d6b5c5f63e.
2020-05-25 18:46:34 -07:00
Cameron Gutman 728377cba3 Set AV_PKT_FLAG_KEY for key frames 2020-05-25 18:31:19 -07:00
Cameron Gutman f2283b56b9 Version 2.1.0 2020-05-16 23:45:09 -07:00
Cameron Gutman b515f2a599 Update SDL_GameControllerDB 2020-05-16 22:45:29 -07:00
Cameron Gutman 4354b49496 Fix CLI video decoder options being reversed 2020-05-16 17:44:04 -07:00
Cameron Gutman 994312c212 Force GL to block after the current frame instead during the next frame 2020-05-16 16:25:13 -07:00
Cameron Gutman 5f25e0d4e2 Add limited support for frame pacing to EGLRenderer 2020-05-16 15:59:10 -07:00
Cameron Gutman 4bbe571f5f Fix build without FFmpeg and with older EGL 1.5 headers 2020-05-16 13:25:10 -07:00
Cameron Gutman c58d21375c EGL 1.4 doesn't have EGLAttrib either 2020-05-16 12:20:52 -07:00
Cameron Gutman ed128c558f Add support for EGLRenderer on EGL 1.4 2020-05-16 12:13:00 -07:00
Cameron Gutman 828932d95c Fix EGL detection on RPi 2020-05-16 11:10:45 -07:00
Cameron Gutman 42ced309d3 Restore the original GL attributes after EGLRenderer is destroyed 2020-05-15 20:22:11 -07:00
Cameron Gutman 1fcd306879 Fix EGLRenderer when SDL isn't built with X11 or Wayland backends 2020-05-15 20:01:22 -07:00
Cameron Gutman 26c9ad7f06 Use eglGetProcAddress() for all GLES 2.0 extensions 2020-05-15 19:39:41 -07:00
Cameron Gutman 4b7b01ce0a Fix EGL build 2020-05-15 17:54:45 -07:00
Cameron Gutman 6632154906 Remove some unnecessary headers and definitions 2020-05-15 16:59:29 -07:00
Cameron Gutman ca67c7ef43 Provide a main function for the compile test 2020-05-15 16:57:09 -07:00
Cameron Gutman c4039a929c Use a compile test for EGL support 2020-05-15 16:46:03 -07:00
Cameron Gutman a1b74e1220 Fix vaExportSurfaceHandle() detection with i965 VAAPI driver 2020-05-14 20:56:24 -07:00
Cameron Gutman 01f6188824 Add VAAPI_FORCE_DIRECT and VAAPI_FORCE_INDIRECT env vars to control rendering technique 2020-05-13 19:45:30 -07:00
Cameron Gutman 283f31a734 Test if vaExportSurfaceHandle() works before claiming EGL export is supported 2020-05-13 19:39:45 -07:00
Cameron Gutman b800ce9ebe Allow use of VA drivers without VAEntrypointVideoProc 2020-05-13 19:31:25 -07:00
Cameron Gutman eb9d54465c Don't use EGLRenderer if not built with SDL 2.0.10+ 2020-05-13 19:19:11 -07:00
Cameron Gutman eb9e1f81d4 Enable the EGLRenderer to use the render thread 2020-05-13 19:09:20 -07:00
Cameron Gutman ddfbd70b55 Remove Wayland performance warning message 2020-05-13 18:56:18 -07:00
Cameron Gutman 51e9ab83ad Send a null AVFrame to indicate end of stream to allow renderers to do render thread cleanup 2020-05-13 18:55:21 -07:00
Cameron Gutman 5ed7e03b2e Merge pull request #365 from xdbob/wayland_for_upstream
Introduce a new FFMPEG frontend renderer: EGLRenderer
2020-05-13 18:39:18 -07:00
Cameron Gutman 0cb8d5b12f Add the older dList DLLs for the 390 drivers to the blacklist
Fixes #386
2020-05-13 04:25:53 -07:00
Cameron Gutman b4548c1af2 Flush all window events after SDL_CreateRenderer() 2020-05-12 18:41:36 -07:00
Antoine Damhet 0a396f3112 Introduce a new FFMPEG frontend renderer: EGLRenderer
Right now this renderer works on X11 & Wayland with VAAPI as a backend.

Some rendering latency benchmarks on my `i7-10510U` (with
`intel-media-driver` 20.1.1 which cause a *huge* regression with the
SDL_Renderer):
|             | X11    | Wayland |
| Before      | 6.78ms | 22.50ms |
| EGLRenderer | 0.76ms | 00.77ms |

Signed-off-by: Antoine Damhet <antoine.damhet@lse.epita.fr>
2020-05-12 11:11:35 +02:00
Cameron Gutman 2aa18dc88f Add a bit of extra padding on the right for the scrollbar 2020-05-10 13:02:10 -07:00
Cameron Gutman 8d89983eeb Parent ScrollBars to their Flingables, not the StackView
This ensures they disappear when navigating to a new page
2020-05-10 12:53:27 -07:00
Cameron Gutman 573c470965 Ensure the title label doesn't get drawn over when the window is small 2020-05-10 12:38:56 -07:00
Cameron Gutman daa0c751e2 Fix settings layout spacing and centering 2020-05-10 12:30:15 -07:00
Cameron Gutman e1babefc80 Center toolbar text 2020-05-10 11:48:24 -07:00
Cameron Gutman ce99b0e162 Improve settings page behavior when the window is too small 2020-05-10 11:12:37 -07:00
Cameron Gutman 4c3a23b1bd Resize toolbar text 2020-05-09 23:02:09 -07:00
Cameron Gutman 12016af326 Display version number in toolbar on the settings page
Fixes #341
2020-05-09 22:20:39 -07:00
Cameron Gutman fc9871b075 Delay mouse capture until after SDL_RecreateWindow() has been called 2020-05-09 19:48:13 -07:00
Cameron Gutman 3cb3c1c6d8 Revert "Use the physical desktop size in pixels rather than the native resolution on macOS"
Let's wait until functionality is confirmed on a 5K iMac before doing this.

This reverts commit 8fe3474589.
2020-05-09 16:52:18 -07:00
Cameron Gutman 8fe3474589 Use the physical desktop size in pixels rather than the native resolution on macOS
It seems like some Macs (5K iMacs at least) don't have kDisplayModeNativeFlag set
2020-05-09 16:34:48 -07:00
Cameron Gutman dc3c565ec0 Move serialization and deserialization into NvApp class 2020-05-07 19:54:36 -07:00
Cameron Gutman 350c7d7081 Persist the IsAppCollectorGame attribute 2020-05-07 19:37:10 -07:00
Cameron Gutman 0428bc8fe3 Generate synthetic mouse button up if the mouse has left the window and the button is raised 2020-05-07 19:26:02 -07:00
Cameron Gutman 514a8575a2 Use the viewport size for computing the overlay position 2020-05-07 18:56:53 -07:00
Cameron Gutman fc11377552 Fix build on Qt 5.11 and earlier 2020-05-07 17:13:16 -07:00
Cameron Gutman fbaa70a2ae Enable the right stick to scroll the settings page. Fixes #220 2020-05-06 22:38:52 -07:00
Cameron Gutman f30c11ddf4 Properly fix SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH on macOS VTRenderer 2020-05-06 22:20:21 -07:00
Cameron Gutman 51c4ecc879 Revert "Partially unrevert 05e82c24 for macOS which still needs it"
This reverts commit 080421f2fb.
2020-05-06 21:41:57 -07:00
Cameron Gutman 080421f2fb Partially unrevert 05e82c24 for macOS which still needs it 2020-05-06 21:18:23 -07:00
Cameron Gutman 8cc61ca8b8 Use SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to get click events on focus gain 2020-05-06 20:43:41 -07:00
Cameron Gutman 400754c5b3 Revert "Pass through focus-gain clicks to the host in absolute mouse mode"
This reverts commit 05e82c24f8.
2020-05-06 20:04:07 -07:00
Cameron Gutman 05e82c24f8 Pass through focus-gain clicks to the host in absolute mouse mode 2020-05-06 18:58:43 -07:00
Cameron Gutman 97c15c7876 Ensure the Info.plist is included for builds in the IDE
It is required for SDL_WINDOW_ALLOW_HIGHDPI to work
2020-05-04 20:25:19 -07:00
Cameron Gutman 36e7cc8e89 Use a smaller MaximumUncompressedMediaSize for unofficial builds to speed up compression a bit 2020-05-04 18:32:38 -07:00
Cameron Gutman ad2ce4de53 Update moonlight-common-c 2020-05-04 18:29:55 -07:00
Cameron Gutman 2a28f7c4d2 Use jom to parallelize command-line builds on Windows 2020-05-04 18:06:32 -07:00
Cameron Gutman 0cdbe080a6 Don't archive installers on Windows AppVeyor build
They interact poorly with installed official versions.
2020-05-04 17:51:57 -07:00
Cameron Gutman 96fe1a7da1 Revert "Allow side-by-side installation of nightly and release builds"
This reverts commit 33e814122e.
2020-05-04 17:51:57 -07:00
Cameron Gutman 4f73af2920 Revert "Fix AppVeyor build archiving"
This reverts commit 402e8c1897.
2020-05-04 17:51:57 -07:00
Cameron Gutman 7ca4e49bf5 Compile in parallel on macOS 2020-05-04 17:49:24 -07:00
Cameron Gutman dfa63297fc Fix incorrectly scaled output from the SDL renderer on macOS 2020-05-04 17:48:32 -07:00
Cameron Gutman 402e8c1897 Fix AppVeyor build archiving 2020-05-02 20:59:22 -07:00
Cameron Gutman 33e814122e Allow side-by-side installation of nightly and release builds 2020-05-02 17:56:55 -07:00
Cameron Gutman f28a4df5ee Restore the full QTBUG-80947 hack as it appears to still be required sometimes 2020-05-02 10:14:54 -07:00
Cameron Gutman 417aa2815c Add a friendly error message when no video traffic is received 2020-05-01 21:28:48 -07:00
Cameron Gutman 2fdabe37aa Raise the window before capturing in relative mode 2020-05-01 18:44:22 -07:00
Cameron Gutman d8270dfb6a Capture mouse by default on debug builds too 2020-05-01 18:43:54 -07:00
Cameron Gutman b75f662c41 Add the ability to rename PCs 2020-05-01 18:34:15 -07:00
Cameron Gutman 0d9d0845f5 Add --touchscreen-trackpad options 2020-04-30 21:10:53 -07:00
Cameron Gutman 5d66a1f298 Fix absolute mouse mode help text 2020-04-30 21:05:53 -07:00
Cameron Gutman 9bf52eb63a Improve relative touch deadzone behavior 2020-04-30 21:04:51 -07:00
Cameron Gutman 0c9d72a9a1 Restore the option for relative touch mode 2020-04-30 20:55:15 -07:00
Cameron Gutman c2c2bd2df6 Split input.cpp into smaller files 2020-04-30 20:22:43 -07:00
Cameron Gutman 78fc594d84 Move input code into a subfolder 2020-04-30 20:09:36 -07:00
Cameron Gutman 53b1e7c573 Update moonlight-common-c 2020-04-29 20:22:02 -07:00
Cameron Gutman c14404a7c1 Restore the QTBUG-80947 hack for support for direct connections without a router 2020-04-29 20:20:17 -07:00
Cameron Gutman 96e6750f9c Don't confine the cursor to the full-screen window when not capturing input 2020-04-28 20:37:00 -07:00
Cameron Gutman dbafd05a4e Store a pointer to the window inside the input handler 2020-04-28 20:24:27 -07:00
Cameron Gutman d7fd578cc3 Don't set MODIFIER_META when meta key is disabled 2020-04-28 20:06:30 -07:00
837 changed files with 15539 additions and 216668 deletions
+11 -2
View File
@@ -1,10 +1,12 @@
---
name: Bug report
about: Ask for help on Discord before reporting a bug
about: Follow the troubleshooting guide before reporting a bug
---
**READ ME FIRST!**
This issue tracker is not the right place to ask for troubleshooting help if you're not able to connect or stream at all. For those requests, please use the #pc-help channel on our Discord server where there are many more people who can help (or direct you back here if it looks like a Moonlight bug after all). https://moonlight-stream.org/discord
If you're here because something basic is not working (like gamepad input, video, or similar), it's probably something specific to your setup, so make sure you've gone through the Troubleshooting Guide first: https://github.com/moonlight-stream/moonlight-docs/wiki/Troubleshooting
If you still have trouble with basic functionality after following the guide, join our Discord server where there are many other volunteers who can help (or direct you back here if it looks like a Moonlight bug after all). https://moonlight-stream.org/discord
**Describe the bug**
A clear and concise description of what the bug is.
@@ -26,14 +28,21 @@ List the games you've tried that exhibit the issue. To see if the issue is game-
- If so, which settings have been changed?
- Does the problem still occur after reverting settings back to default?
**Gamepad-related issues (please complete if problem is gamepad-related)**
- Do you have any gamepads connected to your host PC directly?
- Does the problem still remain if you stream the desktop and use https://html5gamepad.com to test your gamepad?
- Instructions for streaming the desktop can be found here: https://github.com/moonlight-stream/moonlight-docs/wiki/Setup-Guide
**Client PC details (please complete the following information)**
- OS: [e.g. Windows 10 1809]
- Moonlight Version: [e.g. v0.9.0]
- GPU: [e.g. Intel HD Graphics 520]
**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]
- Antivirus and firewall software: [e.g. Windows Defender and Windows Firewall]
**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.
+5 -1
View File
@@ -9,7 +9,11 @@
url = https://github.com/gabomdq/SDL_GameControllerDB.git
[submodule "soundio/libsoundio"]
path = soundio/libsoundio
url = https://github.com/andrewrk/libsoundio.git
url = https://github.com/cgutman/libsoundio.git
[submodule "h264bitstream/h264bitstream"]
path = h264bitstream/h264bitstream
url = https://github.com/aizvorski/h264bitstream.git
[submodule "libs"]
path = libs
url = https://github.com/cgutman/moonlight-qt-prebuilts.git
shallow = true
+28 -1
View File
@@ -146,7 +146,7 @@ private:
L"EZFRD32.dll",
L"EZFRD64.dll",
// These are the dList DLLs for Optimus hybrid graphics DDI.
// These are the newer dList DLLs for Optimus hybrid graphics DDI.
// https://docs.microsoft.com/en-us/windows-hardware/drivers/display/hybrid-system-ddi
//
// We forcefully block them from loading because Optimus has a bug that
@@ -157,6 +157,33 @@ private:
L"nvdlist.dll",
L"nvdlistx.dll",
// These are the older dList/AppInit DLLs for Optimus hybrid graphics DDI.
// https://docs.microsoft.com/en-us/windows-hardware/drivers/display/hybrid-system-ddi
//
// These seem to cause a crash in PresentEx() in full-screen exclusive mode.
// This block will prevent Optimus from ever using the dGPU even if the user has requested it.
// https://github.com/moonlight-stream/moonlight-qt/issues/386
//
// d3d9!CSwapChain::BltToHybridPrimary+0x200:
// 00007ffa`23f37e58 488b01 mov rax,qword ptr [rcx] ds:00000000`00000038=????????????????
// 00 0000004e`496ff4e0 00007ffa`23f39e2c d3d9!CSwapChain::BltToHybridPrimary+0x200
// 01 0000004e`496ff880 00007ffa`23ee39ce d3d9!CSwapChain::FlipToSurface+0x15c
// 02 0000004e`496ff900 00007ffa`23f4dd75 d3d9!CSwapChain::PresentMain+0x3e13e
// 03 0000004e`496ffab0 00007ffa`23f4dccd d3d9!CBaseDevice::PresentMain+0x9d
// 04 0000004e`496ffb00 00007ff7`8e31016f d3d9!CBaseDevice::PresentEx+0xbd
// 05 0000004e`496ffb50 00007ff7`8e30df1e Moonlight!DXVA2Renderer::renderFrame+0x61f [C:\moonlight-qt\app\streaming\video\ffmpeg-renderers\dxva2.cpp @ 1035]
// 06 0000004e`496ffd50 00007ff7`8e30e46a Moonlight!Pacer::renderFrame+0x3e [C:\moonlight-qt\app\streaming\video\ffmpeg-renderers\pacer\pacer.cpp @ 265]
// 07 (Inline Function) --------`-------- Moonlight!Pacer::renderLastFrameAndUnlock+0x197 [C:\moonlight-qt\app\streaming\video\ffmpeg-renderers\pacer\pacer.cpp @ 156]
// 08 0000004e`496ffda0 00007ffa`14476978 Moonlight!Pacer::renderThread+0x1ca [C:\moonlight-qt\app\streaming\video\ffmpeg-renderers\pacer\pacer.cpp @ 88]
// 09 0000004e`496ffde0 00007ffa`14476ee2 SDL2!SDL_RunThread+0x38 [C:\Users\camer\SDL\src\thread\SDL_thread.c @ 276]
// 0a 0000004e`496ffe10 00007ffa`2aae0e82 SDL2!RunThread+0x12 [C:\Users\camer\SDL\src\thread\windows\SDL_systhread.c @ 83]
// 0b 0000004e`496ffe40 00007ffa`2d627bd4 ucrtbase!thread_start<unsigned int (__cdecl*)(void *),1>+0x42
// 0c 0000004e`496ffe70 00007ffa`2da4ce51 kernel32!BaseThreadInitThunk+0x14
// 0d 0000004e`496ffea0 00000000`00000000 ntdll!RtlUserThreadStart+0x21
//
L"nvinit.dll",
L"nvinitx.dll",
// In some unknown circumstances, RTSS tries to hook in the middle of an instruction, leaving garbage
// code inside d3d9.dll that causes a crash when executed:
//
+22 -11
View File
@@ -2,12 +2,13 @@
[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).
Moonlight also has mobile versions for [Android](https://github.com/moonlight-stream/moonlight-android) and [iOS](https://github.com/moonlight-stream/moonlight-ios).
You can follow development on our [Discord server](https://moonlight-stream.org/discord).
You can follow development on our [Discord server](https://moonlight-stream.org/discord) and help translate Moonlight into your language on [Weblate](https://hosted.weblate.org/projects/moonlight/moonlight-qt/).
[![AppVeyor Build Status](https://ci.appveyor.com/api/projects/status/glj5cxqwy2w3bglv/branch/master?svg=true)](https://ci.appveyor.com/project/cgutman/moonlight-qt/branch/master)
[![Downloads](https://img.shields.io/github/downloads/moonlight-stream/moonlight-qt/total)](https://github.com/moonlight-stream/moonlight-qt/releases)
[![Translation Status](https://hosted.weblate.org/widgets/moonlight/-/moonlight-qt/svg-badge.svg)](https://hosted.weblate.org/projects/moonlight/moonlight-qt/)
## Features
- Hardware accelerated video decoding on Windows, Mac, and Linux
@@ -15,6 +16,7 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
- Supports streaming at 720p, 1080p, 1440p, 4K, and the client PC's native screen resolution
- 7.1 surround sound audio support
- Support for both pointer capture (for games) and direct mouse control (for remote desktop)
- Support for passing system-wide keyboard shortcuts like Alt+Tab to the host
- Direct touchscreen mouse control
- HEVC support for better image quality at reduced bandwidth
- Gamepad support with force feedback for up to 4 players
@@ -27,19 +29,24 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
- [Raspberry Pi 4](https://github.com/moonlight-stream/moonlight-docs/wiki/Installing-Moonlight-Qt-on-Raspberry-Pi-4)
- [NVIDIA Jetson and Nintendo Switch (Ubuntu L4T)](https://github.com/moonlight-stream/moonlight-docs/wiki/Installing-Moonlight-Qt-on-Linux4Tegra-(L4T)-Ubuntu)
#### Special Thanks
[![Hosted By: Cloudsmith](https://img.shields.io/badge/OSS%20hosting%20by-cloudsmith-blue?logo=cloudsmith&style=flat-square)](https://cloudsmith.com)
Hosting for Moonlight's Raspberry Pi and L4T package repositories is graciously provided for free by [Cloudsmith](https://cloudsmith.com).
## Building
### Windows Build Requirements
* Qt 5.12.4 SDK or later
* Qt 5.15 SDK or later
* Windows 7 or later
* [Visual Studio](https://visualstudio.microsoft.com/downloads/) 2017 (Community edition is fine)
* Select MSVC Desktop toolchain during Qt installation
* [DirectX SDK](https://www.microsoft.com/en-us/download/details.aspx?id=6812)
* [Visual Studio 2019](https://visualstudio.microsoft.com/downloads/) (Community edition is fine)
* Select **MSVC 2019** option during Qt installation. MinGW is not supported.
* [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)
* [WiX Toolset](https://wixtoolset.org/releases/) v3.11 or later (only if building installers for non-development PCs)
### macOS Build Requirements
* Qt 5.14 SDK or later
* Qt 5.15 SDK or later
* macOS High Sierra (10.13) or later
* Xcode 11
* [create-dmg](https://github.com/sindresorhus/create-dmg) (only if building DMGs for use on non-development Macs)
@@ -47,8 +54,10 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
### Linux/Unix Build Requirements
* Qt 5.9 SDK or later
* 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/
* Install the required packages:
* Debian/Ubuntu: `libegl1-mesa-dev libgl1-mesa-dev libopus-dev libqt5svg5-dev libsdl2-dev libsdl2-ttf-dev libssl-dev libavcodec-dev libva-dev libvdpau-dev libxkbcommon-dev qt5-default qt5-qmake qtbase5-dev qtdeclarative5-dev qtquickcontrols2-5-dev wayland-protocols qml-module-qtquick-controls2 qml-module-qtquick-layouts qml-module-qtquick-window2 qml-module-qtquick2`
* RedHat/Fedora: `openssl-devel SDL2-devel SDL2_ttf-devel ffmpeg-devel qt5-qtsvg-devel qt5-qtquickcontrols2-devel libva-devel libvdpau-devel opus-devel pulseaudio-libs-devel alsa-lib-devel`
* FFmpeg 4.0+ is required to build. If your distro doesn't package FFmpeg 4.0 or later, you can build and install it from source on https://ffmpeg.org/
### Steam Link Build Requirements
* [Steam Link SDK](https://github.com/ValveSoftware/steamlink-sdk) cloned on your build system
@@ -62,10 +71,12 @@ You can follow development on our [Discord server](https://moonlight-stream.org/
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.
* 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 Windows builds, use `scripts\build-arch.bat` and `scripts\generate-bundle.bat`. Execute these scripts 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`
* To create an embedded build for a single-purpose device, use `qmake "CONFIG+=embedded" moonlight-qt.pro` and build normally.
* This build will lack windowed mode, Discord/Help links, and other features that don't make sense on an embedded device.
## Contribute
1. Fork us
+1 -1
View File
@@ -17,7 +17,7 @@
<key>CFBundleSignature</key>
<string>????</string>
<key>LSMinimumSystemVersion</key>
<string>10.11</string>
<string>10.13</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>NSSupportsAutomaticGraphicsSwitching</key>
+59 -28
View File
@@ -33,17 +33,16 @@ DEFINES += QT_DEPRECATED_WARNINGS
DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000 # disables all the APIs deprecated before Qt 6.0.0
win32 {
INCLUDEPATH += \
$$PWD/../libs/windows/include \
$$(DXSDK_DIR)/Include
INCLUDEPATH += $$PWD/../libs/windows/include
contains(QT_ARCH, i386) {
LIBS += -L$$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$$(DXSDK_DIR)/Lib/x64
}
contains(QT_ARCH, arm64) {
LIBS += -L$$PWD/../libs/windows/lib/arm64
}
LIBS += ws2_32.lib winmm.lib dxva2.lib ole32.lib gdi32.lib user32.lib d3d9.lib dwmapi.lib dbghelp.lib qwave.lib
@@ -59,20 +58,6 @@ unix:!macx {
CONFIG += link_pkgconfig
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
CONFIG += ffmpeg
@@ -116,7 +101,7 @@ unix:!macx {
}
}
win32 {
LIBS += -llibssl -llibcrypto -lSDL2 -lSDL2_ttf -lavcodec -lavutil -lopus -ld3dx9
LIBS += -llibssl -llibcrypto -lSDL2 -lSDL2_ttf -lavcodec -lavutil -lopus
CONFIG += ffmpeg
}
win32:!winrt {
@@ -133,6 +118,7 @@ macx {
}
SOURCES += \
backend/nvapp.cpp \
main.cpp \
backend/computerseeker.cpp \
backend/identitymanager.cpp \
@@ -145,8 +131,16 @@ SOURCES += \
cli/commandlineparser.cpp \
cli/quitstream.cpp \
cli/startstream.cpp \
settings/compatfetcher.cpp \
settings/mappingfetcher.cpp \
settings/streamingpreferences.cpp \
streaming/input.cpp \
streaming/input/abstouch.cpp \
streaming/input/clipboard.cpp \
streaming/input/gamepad.cpp \
streaming/input/input.cpp \
streaming/input/keyboard.cpp \
streaming/input/mouse.cpp \
streaming/input/reltouch.cpp \
streaming/session.cpp \
streaming/audio/audio.cpp \
streaming/audio/renderers/sdlaud.cpp \
@@ -162,6 +156,9 @@ SOURCES += \
wm.cpp
HEADERS += \
backend/nvapp.h \
settings/compatfetcher.h \
settings/mappingfetcher.h \
utils.h \
backend/computerseeker.h \
backend/identitymanager.h \
@@ -175,7 +172,7 @@ HEADERS += \
cli/quitstream.h \
cli/startstream.h \
settings/streamingpreferences.h \
streaming/input.h \
streaming/input/input.h \
streaming/session.h \
streaming/audio/renderers/renderer.h \
streaming/audio/renderers/sdl.h \
@@ -256,11 +253,27 @@ libdrm {
DEFINES += HAVE_DRM
SOURCES += streaming/video/ffmpeg-renderers/drm.cpp
HEADERS += streaming/video/ffmpeg-renderers/drm.h
linux {
message(Master hooks enabled)
SOURCES += masterhook.c
LIBS += -ldl
}
}
config_EGL {
message(EGL renderer selected)
CONFIG += egl
DEFINES += HAVE_EGL
SOURCES += \
streaming/video/ffmpeg-renderers/eglvid.cpp \
streaming/video/ffmpeg-renderers/egl_extensions.cpp
HEADERS += streaming/video/ffmpeg-renderers/eglvid.h
}
config_SL {
message(Steam Link build configuration selected)
DEFINES += STEAM_LINK HAVE_SLVIDEO HAVE_SLAUDIO
DEFINES += EMBEDDED_BUILD STEAM_LINK HAVE_SLVIDEO HAVE_SLAUDIO
LIBS += -lSLVideo -lSLAudio
SOURCES += \
@@ -303,11 +316,24 @@ discord-rpc {
LIBS += -ldiscord-rpc
DEFINES += HAVE_DISCORD
}
embedded {
message(Embedded build)
DEFINES += EMBEDDED_BUILD
}
RESOURCES += \
resources.qrc \
qml.qrc
TRANSLATIONS += \
languages/qml_zh_cn.ts \
languages/qml_de.ts \
languages/qml_fr.ts \
languages/qml_nb_NO.ts \
languages/qml_ru.ts \
languages/qml_es.ts
# Additional import path used to resolve QML modules in Qt Creator's code model
QML_IMPORT_PATH =
@@ -345,11 +371,13 @@ 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
contains(QT_ARCH, i386)|contains(QT_ARCH, x86_64) {
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
INCLUDEPATH += $$PWD/../AntiHooking
DEPENDPATH += $$PWD/../AntiHooking
}
}
unix:!macx: {
@@ -398,7 +426,10 @@ macx {
APP_BUNDLE_FRAMEWORKS.files = $$files(../libs/mac/Frameworks/*.framework, true) $$files(../libs/mac/lib/*.dylib, true)
APP_BUNDLE_FRAMEWORKS.path = Contents/Frameworks
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES APP_BUNDLE_FRAMEWORKS
APP_BUNDLE_PLIST.files = $$OUT_PWD/Info.plist
APP_BUNDLE_PLIST.path = Contents
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES APP_BUNDLE_FRAMEWORKS APP_BUNDLE_PLIST
QMAKE_RPATHDIR += @executable_path/../Frameworks
}
+83 -38
View File
@@ -15,8 +15,8 @@ AutoUpdateChecker::AutoUpdateChecker(QObject *parent) :
// Allow HTTP redirects
m_Nam.setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
connect(&m_Nam, SIGNAL(finished(QNetworkReply*)),
this, SLOT(handleUpdateCheckRequestFinished(QNetworkReply*)));
connect(&m_Nam, &QNetworkAccessManager::finished,
this, &AutoUpdateChecker::handleUpdateCheckRequestFinished);
QString currentVersion(VERSION_STR);
qDebug() << "Current Moonlight version:" << currentVersion;
@@ -29,14 +29,23 @@ AutoUpdateChecker::AutoUpdateChecker(QObject *parent) :
void AutoUpdateChecker::start()
{
#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN) || defined(STEAM_LINK) || defined(APP_IMAGE) // Only run update checker on platforms without auto-update
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 14, 2) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 15, 1) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947 (introduced in Qt 5.14.0 and fixed in Qt 5.15.1)
QT_WARNING_PUSH
QT_WARNING_DISABLE_DEPRECATED
m_Nam.setNetworkAccessible(QNetworkAccessManager::Accessible);
QT_WARNING_POP
#endif
// We'll get a callback when this is finished
QUrl url("https://moonlight-stream.org/updates/qt.json");
m_Nam.get(QNetworkRequest(url));
QNetworkRequest request(url);
#if QT_VERSION >= QT_VERSION_CHECK(5, 15, 0)
request.setAttribute(QNetworkRequest::Http2AllowedAttribute, true);
#else
request.setAttribute(QNetworkRequest::HTTP2AllowedAttribute, true);
#endif
m_Nam.get(request);
#endif
}
@@ -54,18 +63,53 @@ QString AutoUpdateChecker::getPlatform()
return QStringLiteral("steamlink");
#elif defined(APP_IMAGE)
return QStringLiteral("appimage");
#elif defined(Q_OS_DARWIN) && QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
// Qt 6 changed this from 'osx' to 'macos'. Use the old one
// to be consistent (and not require another entry in the manifest).
return QStringLiteral("osx");
#else
return QSysInfo::productType();
#endif
}
int AutoUpdateChecker::compareVersion(QVector<int>& version1, QVector<int>& version2) {
for (int i = 0;; i++) {
int v1Val = 0;
int v2Val = 0;
// Treat missing decimal places as 0
if (i < version1.count()) {
v1Val = version1[i];
}
if (i < version2.count()) {
v2Val = version2[i];
}
if (i >= version1.count() && i >= version2.count()) {
// Equal versions
return 0;
}
if (v1Val < v2Val) {
return -1;
}
else if (v1Val > v2Val) {
return 1;
}
}
}
void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
{
Q_ASSERT(reply->isFinished());
if (reply->error() == QNetworkReply::NoError) {
QTextStream stream(reply);
#if QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
stream.setEncoding(QStringConverter::Utf8);
#else
stream.setCodec("UTF-8");
#endif
// Read all data and queue the reply for deletion
QString jsonString = stream.readAll();
@@ -105,46 +149,47 @@ void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
if (updateObj["arch"] == QSysInfo::buildCpuArchitecture() &&
updateObj["platform"] == getPlatform()) {
// Check the kernel version minimum if one exists
if (updateObj.contains("kernel_version_at_least") && updateObj["kernel_version_at_least"].isString()) {
QVector<int> requiredVersionQuad;
QVector<int> actualVersionQuad;
QString requiredVersion = updateObj["kernel_version_at_least"].toString();
QString actualVersion = QSysInfo::kernelVersion();
parseStringToVersionQuad(requiredVersion, requiredVersionQuad);
parseStringToVersionQuad(actualVersion, actualVersionQuad);
if (compareVersion(actualVersionQuad, requiredVersionQuad) < 0) {
qDebug() << "Skipping manifest entry due to kernel version (" << actualVersion << "<" << requiredVersion << ")";
continue;
}
}
qDebug() << "Found update manifest match for current platform";
QString latestVersion = updateObj["version"].toString();
qDebug() << "Latest version of Moonlight for this platform is:" << latestVersion;
QVector<int> latestVersionQuad;
parseStringToVersionQuad(latestVersion, latestVersionQuad);
for (int i = 0;; i++) {
int latestVer = 0;
int currentVer = 0;
// Treat missing decimal places as 0
if (i < latestVersionQuad.count()) {
latestVer = latestVersionQuad[i];
}
if (i < m_CurrentVersionQuad.count()) {
currentVer = m_CurrentVersionQuad[i];
}
if (i >= latestVersionQuad.count() && i >= m_CurrentVersionQuad.count()) {
break;
}
if (currentVer < latestVer) {
qDebug() << "Update available";
emit onUpdateAvailable(updateObj["version"].toString(),
updateObj["browser_url"].toString());
return;
}
else if (currentVer > latestVer) {
qDebug() << "Update manifest version lower than current version";
return;
}
int res = compareVersion(m_CurrentVersionQuad, latestVersionQuad);
if (res < 0) {
// m_CurrentVersionQuad < latestVersionQuad
qDebug() << "Update available";
emit onUpdateAvailable(updateObj["version"].toString(),
updateObj["browser_url"].toString());
return;
}
else if (res > 0) {
qDebug() << "Update manifest version lower than current version";
return;
}
else {
qDebug() << "Update manifest version equal to current version";
return;
}
qDebug() << "Update manifest version equal to current version";
return;
}
}
else {
@@ -152,8 +197,8 @@ void AutoUpdateChecker::handleUpdateCheckRequestFinished(QNetworkReply* reply)
}
}
qWarning() << "No entry in update manifest found for current platform: "
<< QSysInfo::buildCpuArchitecture() << getPlatform();
qWarning() << "No entry in update manifest found for current platform:"
<< QSysInfo::buildCpuArchitecture() << getPlatform() << QSysInfo::kernelVersion();
}
else {
qWarning() << "Update checking failed with error: " << reply->error();
+2
View File
@@ -20,6 +20,8 @@ private slots:
private:
void parseStringToVersionQuad(QString& string, QVector<int>& version);
int compareVersion(QVector<int>& version1, QVector<int>& version2);
QString getPlatform();
QVector<int> m_CurrentVersionQuad;
+12 -2
View File
@@ -46,8 +46,8 @@ public:
m_Computer(computer),
m_App(app)
{
connect(this, SIGNAL(boxArtFetchCompleted(NvComputer*,NvApp,QUrl)),
boxArtManager, SLOT(handleBoxArtLoadComplete(NvComputer*,NvApp,QUrl)));
connect(this, &NetworkBoxArtLoadTask::boxArtFetchCompleted,
boxArtManager, &BoxArtManager::handleBoxArtLoadComplete);
}
signals:
@@ -87,6 +87,16 @@ QUrl BoxArtManager::loadBoxArt(NvComputer* computer, NvApp& app)
return QUrl("qrc:/res/no_app_image.png");
}
void BoxArtManager::deleteBoxArt(NvComputer* computer)
{
QDir dir(Path::getBoxArtCacheDir());
// Delete everything in this computer's box art directory
if (dir.cd(computer->uuid)) {
dir.removeRecursively();
}
}
void BoxArtManager::handleBoxArtLoadComplete(NvComputer* computer, NvApp app, QUrl image)
{
if (!image.isEmpty()) {
+4
View File
@@ -18,6 +18,10 @@ public:
QUrl
loadBoxArt(NvComputer* computer, NvApp& app);
static
void
deleteBoxArt(NvComputer* computer);
signals:
void
boxArtLoadComplete(NvComputer* computer, NvApp app, QUrl image);
+75 -17
View File
@@ -1,4 +1,5 @@
#include "computermanager.h"
#include "boxartmanager.h"
#include "nvhttp.h"
#include "settings/streamingpreferences.h"
@@ -67,12 +68,7 @@ private:
}
QWriteLocker lock(&m_Computer->lock);
if (m_Computer->appList != appList) {
m_Computer->appList = appList;
m_Computer->sortAppList();
changed = true;
}
changed = m_Computer->updateAppList(appList);
return true;
}
@@ -150,7 +146,8 @@ private:
ComputerManager::ComputerManager(QObject *parent)
: QObject(parent),
m_PollingRef(0),
m_MdnsBrowser(nullptr)
m_MdnsBrowser(nullptr),
m_CompatFetcher(nullptr)
{
QSettings settings;
@@ -163,12 +160,15 @@ ComputerManager::ComputerManager(QObject *parent)
}
settings.endArray();
// Fetch latest compatibility data asynchronously
m_CompatFetcher.start();
// 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()));
connect(QCoreApplication::instance(), &QCoreApplication::aboutToQuit, this, &ComputerManager::handleAboutToQuit);
}
ComputerManager::~ComputerManager()
@@ -306,8 +306,8 @@ void ComputerManager::startPollingComputer(NvComputer* computer)
if (!pollingEntry->isActive()) {
PcMonitorThread* thread = new PcMonitorThread(computer);
connect(thread, SIGNAL(computerStateChanged(NvComputer*)),
this, SLOT(handleComputerStateChanged(NvComputer*)));
connect(thread, &PcMonitorThread::computerStateChanged,
this, &ComputerManager::handleComputerStateChanged);
pollingEntry->setActiveThread(thread);
thread->start();
}
@@ -341,7 +341,6 @@ void ComputerManager::handleMdnsServiceResolved(MdnsPendingComputer* computer,
address.isInSubnet(QHostAddress("fec0::"), 10) ||
address.isInSubnet(QHostAddress("fc00::"), 7)) {
addNewHost(address.toString(), true, v6Global);
added = true;
break;
}
}
@@ -399,6 +398,9 @@ public:
// Delete the polling entry first. This will stop all polling threads too.
delete pollingEntry;
// Delete cached box art
BoxArtManager::deleteBoxArt(m_Computer);
// Finally, delete the computer itself. This must be done
// last because the polling thread might be using it.
delete m_Computer;
@@ -416,6 +418,28 @@ void ComputerManager::deleteHost(NvComputer* computer)
QThreadPool::globalInstance()->start(new DeferredHostDeletionTask(this, computer));
}
void ComputerManager::renameHost(NvComputer* computer, QString name)
{
{
QWriteLocker lock(&computer->lock);
computer->name = name;
computer->hasCustomName = true;
}
// Notify the UI of the state change
handleComputerStateChanged(computer);
}
void ComputerManager::clientSideAttributeUpdated(NvComputer* computer)
{
// Persist the change
saveHosts();
// Notify the UI of the state change
handleComputerStateChanged(computer);
}
void ComputerManager::handleAboutToQuit()
{
QWriteLocker lock(&m_Lock);
@@ -515,8 +539,8 @@ private:
}
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.");
emit quitAppFailed(tr("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());
@@ -586,7 +610,7 @@ public:
}
signals:
void computerAddCompleted(QVariant success);
void computerAddCompleted(QVariant success, QVariant detectedPortBlocking);
void computerStateChanged(NvComputer* computer);
@@ -616,7 +640,20 @@ private:
return serverInfo;
} catch (...) {
if (!m_Mdns) {
emit computerAddCompleted(false);
StreamingPreferences prefs;
int portTestResult;
if (prefs.detectNetworkBlocking) {
// We failed to connect to the specified PC. Let's test to make sure this network
// isn't blocking Moonlight, so we can tell the user about it.
portTestResult = LiTestClientConnectivity("qt.conntest.moonlight-stream.org", 443,
ML_PORT_FLAG_TCP_47984 | ML_PORT_FLAG_TCP_47989);
}
else {
portTestResult = 0;
}
emit computerAddCompleted(false, portTestResult != 0 && portTestResult != ML_TEST_RESULT_INCONCLUSIVE);
}
return QString();
}
@@ -694,6 +731,12 @@ private:
newComputer->manualAddress = m_Address;
}
QHostAddress hostAddress(m_Address);
bool addressIsSiteLocalV4 =
hostAddress.isInSubnet(QHostAddress("10.0.0.0"), 8) ||
hostAddress.isInSubnet(QHostAddress("172.16.0.0"), 12) ||
hostAddress.isInSubnet(QHostAddress("192.168.0.0"), 16);
{
// Check if this PC already exists
QWriteLocker lock(&m_ComputerManager->m_Lock);
@@ -708,7 +751,7 @@ private:
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
emit computerAddCompleted(true, false);
}
// Tell our client if something changed
@@ -727,9 +770,24 @@ private:
// Drop the lock before notifying
lock.unlock();
// If this wasn't added via mDNS but it is a RFC 1918 IPv4 address and not a VPN,
// go ahead and do the STUN request now to populate an external address.
if (!m_Mdns && addressIsSiteLocalV4 && !newComputer->isReachableOverVpn()) {
quint32 addr;
int err = LiFindExternalAddressIP4("stun.moonlight-stream.org", 3478, &addr);
if (err == 0) {
lock.relock();
newComputer->remoteAddress = QHostAddress(qFromBigEndian(addr)).toString();
lock.unlock();
}
else {
qWarning() << "STUN failed to get WAN address:" << err;
}
}
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
emit computerAddCompleted(true, false);
}
// Tell our client about this new PC
+8 -2
View File
@@ -2,6 +2,7 @@
#include "nvcomputer.h"
#include "nvpairingmanager.h"
#include "settings/compatfetcher.h"
#include <qmdnsengine/server.h>
#include <qmdnsengine/cache.h>
@@ -70,7 +71,7 @@ private:
m_Resolver = new QMdnsEngine::Resolver(m_Server, m_Hostname);
connect(m_Resolver, &QMdnsEngine::Resolver::resolved,
this, &MdnsPendingComputer::handleResolvedAddress);
QTimer::singleShot(2000, this, SLOT(handleResolvedTimeout()));
QTimer::singleShot(2000, this, &MdnsPendingComputer::handleResolvedTimeout);
}
QByteArray m_Hostname;
@@ -179,12 +180,16 @@ public:
// computer is deleted inside this call
void deleteHost(NvComputer* computer);
void renameHost(NvComputer* computer, QString name);
void clientSideAttributeUpdated(NvComputer* computer);
signals:
void computerStateChanged(NvComputer* computer);
void pairingCompleted(NvComputer* computer, QString error);
void computerAddCompleted(QVariant success);
void computerAddCompleted(QVariant success, QVariant detectedPortBlocking);
void quitAppCompleted(QVariant error);
@@ -210,4 +215,5 @@ private:
QMdnsEngine::Browser* m_MdnsBrowser;
QMdnsEngine::Cache m_MdnsCache;
QVector<MdnsPendingComputer*> m_PendingResolution;
CompatFetcher m_CompatFetcher;
};
+15 -15
View File
@@ -5,7 +5,6 @@
#include <openssl/pem.h>
#include <openssl/rsa.h>
#include <openssl/bn.h>
#include <openssl/x509.h>
#include <openssl/rand.h>
@@ -32,20 +31,19 @@ void IdentityManager::createCredentials(QSettings& settings)
X509* cert = X509_new();
THROW_BAD_ALLOC_IF_NULL(cert);
EVP_PKEY* pk = EVP_PKEY_new();
EVP_PKEY_CTX* ctx = EVP_PKEY_CTX_new_id(EVP_PKEY_RSA, NULL);
THROW_BAD_ALLOC_IF_NULL(ctx);
EVP_PKEY_keygen_init(ctx);
EVP_PKEY_CTX_set_rsa_keygen_bits(ctx, 2048);
// pk must be initialized on input
EVP_PKEY* pk = NULL;
EVP_PKEY_keygen(ctx, &pk);
EVP_PKEY_CTX_free(ctx);
THROW_BAD_ALLOC_IF_NULL(pk);
BIGNUM* bne = BN_new();
THROW_BAD_ALLOC_IF_NULL(bne);
RSA* rsa = RSA_new();
THROW_BAD_ALLOC_IF_NULL(rsa);
BN_set_word(bne, RSA_F4);
RSA_generate_key_ex(rsa, 2048, bne, nullptr);
EVP_PKEY_assign_RSA(pk, rsa);
X509_set_version(cert, 2);
ASN1_INTEGER_set(X509_get_serialNumber(cert), 0);
#if OPENSSL_VERSION_NUMBER < 0x10100000L
@@ -94,7 +92,6 @@ void IdentityManager::createCredentials(QSettings& settings)
X509_free(cert);
EVP_PKEY_free(pk);
BN_free(bne);
BIO_free(biokey);
BIO_free(biocert);
@@ -146,7 +143,10 @@ QSslKey
IdentityManager::getSslKey()
{
if (m_CachedSslKey.isNull()) {
BIO* bio = BIO_new_mem_buf(m_CachedPrivateKey.data(), -1);
// This seemingly useless const_cast is required for old OpenSSL headers
// where BIO_new_mem_buf's parameter is not declared const like those on
// the Steam Link hardware.
BIO* bio = BIO_new_mem_buf(const_cast<char*>(m_CachedPrivateKey.constData()), -1);
THROW_BAD_ALLOC_IF_NULL(bio);
EVP_PKEY* pk = PEM_read_bio_PrivateKey(bio, nullptr, nullptr, nullptr);
+28
View File
@@ -0,0 +1,28 @@
#include "nvapp.h"
#define SER_APPNAME "name"
#define SER_APPID "id"
#define SER_APPHDR "hdr"
#define SER_APPCOLLECTOR "appcollector"
#define SER_HIDDEN "hidden"
#define SER_DIRECTLAUNCH "directlaunch"
NvApp::NvApp(QSettings& settings)
{
name = settings.value(SER_APPNAME).toString();
id = settings.value(SER_APPID).toInt();
hdrSupported = settings.value(SER_APPHDR).toBool();
isAppCollectorGame = settings.value(SER_APPCOLLECTOR).toBool();
hidden = settings.value(SER_HIDDEN).toBool();
directLaunch = settings.value(SER_DIRECTLAUNCH).toBool();
}
void NvApp::serialize(QSettings& settings) const
{
settings.setValue(SER_APPNAME, name);
settings.setValue(SER_APPID, id);
settings.setValue(SER_APPHDR, hdrSupported);
settings.setValue(SER_APPCOLLECTOR, isAppCollectorGame);
settings.setValue(SER_HIDDEN, hidden);
settings.setValue(SER_DIRECTLAUNCH, directLaunch);
}
+42
View File
@@ -0,0 +1,42 @@
#pragma once
#include <QSettings>
class NvApp
{
public:
NvApp() {}
explicit NvApp(QSettings& settings);
bool operator==(const NvApp& other) const
{
return id == other.id &&
name == other.name &&
hdrSupported == other.hdrSupported &&
isAppCollectorGame == other.isAppCollectorGame &&
hidden == other.hidden &&
directLaunch == other.directLaunch;
}
bool operator!=(const NvApp& other) const
{
return !operator==(other);
}
bool isInitialized()
{
return id != 0 && !name.isEmpty();
}
void
serialize(QSettings& settings) const;
int id = 0;
QString name;
bool hdrSupported = false;
bool isAppCollectorGame = false;
bool hidden = false;
bool directLaunch = false;
};
Q_DECLARE_METATYPE(NvApp)
+45 -18
View File
@@ -1,4 +1,6 @@
#include "nvcomputer.h"
#include "nvapp.h"
#include "settings/compatfetcher.h"
#include <QUdpSocket>
#include <QHostInfo>
@@ -14,15 +16,13 @@
#define SER_IPV6ADDR "ipv6address"
#define SER_APPLIST "apps"
#define SER_SRVCERT "srvcert"
#define SER_APPNAME "name"
#define SER_APPID "id"
#define SER_APPHDR "hdr"
#define SER_CUSTOMNAME "customname"
NvComputer::NvComputer(QSettings& settings)
{
this->name = settings.value(SER_NAME).toString();
this->uuid = settings.value(SER_UUID).toString();
this->hasCustomName = settings.value(SER_CUSTOMNAME).toBool();
this->macAddress = settings.value(SER_MAC).toByteArray();
this->localAddress = settings.value(SER_LOCALADDR).toString();
this->remoteAddress = settings.value(SER_REMOTEADDR).toString();
@@ -31,15 +31,11 @@ NvComputer::NvComputer(QSettings& settings)
this->serverCert = QSslCertificate(settings.value(SER_SRVCERT).toByteArray());
int appCount = settings.beginReadArray(SER_APPLIST);
this->appList.reserve(appCount);
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();
NvApp app(settings);
this->appList.append(app);
}
settings.endArray();
@@ -55,6 +51,7 @@ NvComputer::NvComputer(QSettings& settings)
this->serverCodecModeSupport = 0;
this->pendingQuit = false;
this->gpuModel = nullptr;
this->isSupportedServerVersion = true;
}
void NvComputer::serialize(QSettings& settings) const
@@ -62,6 +59,7 @@ void NvComputer::serialize(QSettings& settings) const
QReadLocker lock(&this->lock);
settings.setValue(SER_NAME, name);
settings.setValue(SER_CUSTOMNAME, hasCustomName);
settings.setValue(SER_UUID, uuid);
settings.setValue(SER_MAC, macAddress);
settings.setValue(SER_LOCALADDR, localAddress);
@@ -76,10 +74,7 @@ void NvComputer::serialize(QSettings& settings) const
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);
appList[i].serialize(settings);
}
settings.endArray();
}
@@ -96,6 +91,7 @@ NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serv
{
this->serverCert = serverCert;
this->hasCustomName = false;
this->name = NvHTTP::getXmlString(serverInfo, "hostname");
if (this->name.isEmpty()) {
this->name = "UNKNOWN";
@@ -105,7 +101,7 @@ NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serv
QString newMacString = NvHTTP::getXmlString(serverInfo, "mac");
if (newMacString != "00:00:00:00:00:00") {
QStringList macOctets = newMacString.split(':');
for (QString macOctet : macOctets) {
for (const QString& macOctet : macOctets) {
this->macAddress.append((char) macOctet.toInt(nullptr, 16));
}
}
@@ -149,6 +145,7 @@ NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serv
this->activeAddress = address;
this->state = NvComputer::CS_ONLINE;
this->pendingQuit = false;
this->isSupportedServerVersion = CompatFetcher::isGfeVersionSupported(this->gfeVersion);
}
bool NvComputer::wake()
@@ -164,8 +161,9 @@ bool NvComputer::wake()
}
const quint16 WOL_PORTS[] = {
7, 9, // Standard WOL ports
9, // Standard WOL port (privileged port)
47998, 47999, 48000, 48002, 48010, // Ports opened by GFE
47009, // Port opened by Moonlight Internet Hosting Tool for WoL (non-privileged port)
};
// Create the WoL payload
@@ -313,6 +311,26 @@ bool NvComputer::isReachableOverVpn()
}
}
bool NvComputer::updateAppList(QVector<NvApp> newAppList) {
if (appList == newAppList) {
return false;
}
// Propagate client-side attributes to the new app list
for (const NvApp& existingApp : appList) {
for (NvApp& newApp : newAppList) {
if (existingApp.id == newApp.id) {
newApp.hidden = existingApp.hidden;
newApp.directLaunch = existingApp.directLaunch;
}
}
}
appList = newAppList;
sortAppList();
return true;
}
QVector<QString> NvComputer::uniqueAddresses() const
{
QVector<QString> uniqueAddressList;
@@ -377,7 +395,10 @@ bool NvComputer::update(NvComputer& that)
changed = true; \
}
ASSIGN_IF_CHANGED(name);
if (!hasCustomName) {
// Only overwrite the name if it's not custom
ASSIGN_IF_CHANGED(name);
}
ASSIGN_IF_CHANGED_AND_NONEMPTY(macAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(localAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(remoteAddress);
@@ -390,10 +411,16 @@ bool NvComputer::update(NvComputer& that)
ASSIGN_IF_CHANGED(state);
ASSIGN_IF_CHANGED(gfeVersion);
ASSIGN_IF_CHANGED(appVersion);
ASSIGN_IF_CHANGED(isSupportedServerVersion);
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);
if (!that.appList.isEmpty()) {
// updateAppList() handles merging client-side attributes
updateAppList(that.appList);
}
return changed;
}
+4
View File
@@ -16,6 +16,8 @@ class NvComputer
private:
void sortAppList();
bool updateAppList(QVector<NvApp> newAppList);
bool pendingQuit;
public:
@@ -63,6 +65,7 @@ public:
int maxLumaPixelsHEVC;
int serverCodecModeSupport;
QString gpuModel;
bool isSupportedServerVersion;
// Persisted traits
QString localAddress;
@@ -71,6 +74,7 @@ public:
QString manualAddress;
QByteArray macAddress;
QString name;
bool hasCustomName;
QString uuid;
QSslCertificate serverCert;
QVector<NvApp> appList;
+40 -21
View File
@@ -67,7 +67,8 @@ NvHTTP::parseQuad(QString quad)
}
QStringList parts = quad.split(".");
for (int i = 0; i < 4; i++)
ret.reserve(parts.length());
for (int i = 0; i < parts.length(); i++)
{
ret.append(parts.at(i).toInt());
}
@@ -163,7 +164,11 @@ 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 0 to ensure the correct resolution is set. We
// used to use 60 here but that locked the frame rate to 60 FPS
// on GFE 3.20.3.
QString::number(streamConfig->fps > 60 ? 0 : streamConfig->fps)+
"&additionalStates=1&sops="+QString::number(sops ? 1 : 0)+
"&rikey="+QByteArray(streamConfig->remoteInputAesKey, sizeof(streamConfig->remoteInputAesKey)).toHex()+
"&rikeyid="+QString::number(riKeyId)+
@@ -229,17 +234,17 @@ NvHTTP::getDisplayModeList(QString serverInfo)
while (!xmlReader.atEnd()) {
while (xmlReader.readNextStartElement()) {
QStringRef name = xmlReader.name();
if (name == "DisplayMode") {
auto name = xmlReader.name();
if (name == QString("DisplayMode")) {
modes.append(NvDisplayMode());
}
else if (name == "Width") {
else if (name == QString("Width")) {
modes.last().width = xmlReader.readElementText().toInt();
}
else if (name == "Height") {
else if (name == QString("Height")) {
modes.last().height = xmlReader.readElementText().toInt();
}
else if (name == "RefreshRate") {
else if (name == QString("RefreshRate")) {
modes.last().refreshRate = xmlReader.readElementText().toInt();
}
}
@@ -262,8 +267,8 @@ NvHTTP::getAppList()
QVector<NvApp> apps;
while (!xmlReader.atEnd()) {
while (xmlReader.readNextStartElement()) {
QStringRef name = xmlReader.name();
if (name == "App") {
auto name = xmlReader.name();
if (name == QString("App")) {
// We must have a valid app before advancing to the next one
if (!apps.isEmpty() && !apps.last().isInitialized()) {
qWarning() << "Invalid applist XML";
@@ -272,16 +277,16 @@ NvHTTP::getAppList()
}
apps.append(NvApp());
}
else if (name == "AppTitle") {
else if (name == QString("AppTitle")) {
apps.last().name = xmlReader.readElementText();
}
else if (name == "ID") {
else if (name == QString("ID")) {
apps.last().id = xmlReader.readElementText().toInt();
}
else if (name == "IsHdrSupported") {
else if (name == QString("IsHdrSupported")) {
apps.last().hdrSupported = xmlReader.readElementText() == "1";
}
else if (name == "IsAppCollectorGame") {
else if (name == QString("IsAppCollectorGame")) {
apps.last().isAppCollectorGame = xmlReader.readElementText() == "1";
}
}
@@ -297,7 +302,7 @@ NvHTTP::verifyResponseStatus(QString xml)
while (xmlReader.readNextStartElement())
{
if (xmlReader.name() == "root")
if (xmlReader.name() == QString("root"))
{
// Status code can be 0xFFFFFFFF in some rare cases on GFE 3.20.3, and
// QString::toInt() will fail in that case, so use QString::toUInt()
@@ -319,7 +324,7 @@ NvHTTP::verifyResponseStatus(QString xml)
// Special case handling an audio capture error which GFE doesn't
// provide any useful status message for.
statusCode = 418;
statusMessage = "Missing audio capture device. Reinstalling GeForce Experience should resolve this error.";
statusMessage = tr("Missing audio capture device. Reinstalling GeForce Experience should resolve this error.");
}
throw GfeHttpResponseException(statusCode, statusMessage);
}
@@ -387,7 +392,7 @@ void NvHTTP::handleSslErrors(QNetworkReply* reply, const QList<QSslError>& error
return;
}
for (auto error : errors) {
for (const QSslError& error : errors) {
if (m_ServerCert != error.certificate()) {
ignoreErrors = false;
break;
@@ -410,7 +415,13 @@ NvHTTP::openConnectionToString(QUrl baseUrl,
QString ret;
QTextStream stream(reply);
#if QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
stream.setEncoding(QStringConverter::Utf8);
#else
stream.setCodec("UTF-8");
#endif
ret = stream.readAll();
delete reply;
@@ -440,19 +451,27 @@ NvHTTP::openConnection(QUrl baseUrl,
// Add our client certificate
request.setSslConfiguration(IdentityManager::get()->getSslConfig());
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 14, 2) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947
#if QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
// Disable HTTP/2 (GFE 3.22 doesn't like it) and Qt 6 enables it by default
request.setAttribute(QNetworkRequest::Http2AllowedAttribute, false);
#endif
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 15, 1) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947 (introduced in Qt 5.14.0 and fixed in Qt 5.15.1)
QT_WARNING_PUSH
QT_WARNING_DISABLE_DEPRECATED
m_Nam.setNetworkAccessible(QNetworkAccessManager::Accessible);
QT_WARNING_POP
#endif
QNetworkReply* reply = m_Nam.get(request);
// Run the request with a timeout if requested
QEventLoop loop;
connect(reply, SIGNAL(finished()), &loop, SLOT(quit()));
connect(QCoreApplication::instance(), SIGNAL(aboutToQuit()), &loop, SLOT(quit()));
connect(reply, &QNetworkReply::finished, &loop, &QEventLoop::quit);
connect(QCoreApplication::instance(), &QCoreApplication::aboutToQuit, &loop, &QEventLoop::quit);
if (timeoutMs) {
QTimer::singleShot(timeoutMs, &loop, SLOT(quit()));
QTimer::singleShot(timeoutMs, &loop, &QEventLoop::quit);
}
if (logLevel >= NvLogLevel::NVLL_VERBOSE) {
qInfo() << "Executing request:" << url.toString();
+2 -21
View File
@@ -1,6 +1,7 @@
#pragma once
#include "identitymanager.h"
#include "nvapp.h"
#include <Limelight.h>
@@ -8,27 +9,6 @@
#include <QNetworkAccessManager>
#include <QNetworkReply>
class NvApp
{
public:
bool operator==(const NvApp& other) const
{
return id == other.id;
}
bool isInitialized()
{
return id != 0 && !name.isEmpty();
}
int id;
QString name;
bool hdrSupported;
bool isAppCollectorGame;
};
Q_DECLARE_METATYPE(NvApp)
class NvDisplayMode
{
public:
@@ -43,6 +23,7 @@ public:
int height;
int refreshRate;
};
Q_DECLARE_TYPEINFO(NvDisplayMode, Q_PRIMITIVE_TYPE);
class GfeHttpResponseException : public std::exception
{
+62 -32
View File
@@ -1,8 +1,9 @@
#include "nvpairingmanager.h"
#include "utils.h"
#include <stdexcept>
#include <openssl/bio.h>
#include <openssl/aes.h>
#include <openssl/rand.h>
#include <openssl/pem.h>
#include <openssl/x509.h>
@@ -51,39 +52,63 @@ NvPairingManager::generateRandomBytes(int length)
}
QByteArray
NvPairingManager::encrypt(QByteArray plaintext, AES_KEY* key)
NvPairingManager::encrypt(const QByteArray& plaintext, const QByteArray& key)
{
QByteArray ciphertext(plaintext.size(), 0);
EVP_CIPHER_CTX* cipher;
int ciphertextLen;
for (int i = 0; i < plaintext.size(); i += 16)
{
AES_encrypt(reinterpret_cast<unsigned char*>(&plaintext.data()[i]),
reinterpret_cast<unsigned char*>(&ciphertext.data()[i]),
key);
}
cipher = EVP_CIPHER_CTX_new();
THROW_BAD_ALLOC_IF_NULL(cipher);
EVP_EncryptInit(cipher, EVP_aes_128_ecb(), reinterpret_cast<const unsigned char*>(key.data()), NULL);
EVP_CIPHER_CTX_set_padding(cipher, 0);
EVP_EncryptUpdate(cipher,
reinterpret_cast<unsigned char*>(ciphertext.data()),
&ciphertextLen,
reinterpret_cast<const unsigned char*>(plaintext.data()),
plaintext.length());
Q_ASSERT(ciphertextLen == ciphertext.length());
EVP_CIPHER_CTX_free(cipher);
return ciphertext;
}
QByteArray
NvPairingManager::decrypt(QByteArray ciphertext, AES_KEY* key)
NvPairingManager::decrypt(const QByteArray& ciphertext, const QByteArray& key)
{
QByteArray plaintext(ciphertext.size(), 0);
EVP_CIPHER_CTX* cipher;
int plaintextLen;
for (int i = 0; i < plaintext.size(); i += 16)
{
AES_decrypt(reinterpret_cast<unsigned char*>(&ciphertext.data()[i]),
reinterpret_cast<unsigned char*>(&plaintext.data()[i]),
key);
}
cipher = EVP_CIPHER_CTX_new();
THROW_BAD_ALLOC_IF_NULL(cipher);
EVP_DecryptInit(cipher, EVP_aes_128_ecb(), reinterpret_cast<const unsigned char*>(key.data()), NULL);
EVP_CIPHER_CTX_set_padding(cipher, 0);
EVP_DecryptUpdate(cipher,
reinterpret_cast<unsigned char*>(plaintext.data()),
&plaintextLen,
reinterpret_cast<const unsigned char*>(ciphertext.data()),
ciphertext.length());
Q_ASSERT(plaintextLen == plaintext.length());
EVP_CIPHER_CTX_free(cipher);
return plaintext;
}
QByteArray
NvPairingManager::getSignatureFromPemCert(QByteArray certificate)
NvPairingManager::getSignatureFromPemCert(const QByteArray& certificate)
{
#if (OPENSSL_VERSION_NUMBER < 0x10100000L)
BIO* bio = BIO_new_mem_buf(const_cast<char*>(certificate.data()), -1);
#else
BIO* bio = BIO_new_mem_buf(certificate.data(), -1);
#endif
THROW_BAD_ALLOC_IF_NULL(bio);
X509* cert = PEM_read_bio_X509(bio, nullptr, nullptr, nullptr);
@@ -107,9 +132,13 @@ NvPairingManager::getSignatureFromPemCert(QByteArray certificate)
}
bool
NvPairingManager::verifySignature(QByteArray data, QByteArray signature, QByteArray serverCertificate)
NvPairingManager::verifySignature(const QByteArray& data, const QByteArray& signature, const QByteArray& serverCertificate)
{
#if (OPENSSL_VERSION_NUMBER < 0x10100000L)
BIO* bio = BIO_new_mem_buf(const_cast<char*>(serverCertificate.data()), -1);
#else
BIO* bio = BIO_new_mem_buf(serverCertificate.data(), -1);
#endif
THROW_BAD_ALLOC_IF_NULL(bio);
X509* cert = PEM_read_bio_X509(bio, nullptr, nullptr, nullptr);
@@ -123,7 +152,7 @@ NvPairingManager::verifySignature(QByteArray data, QByteArray signature, QByteAr
EVP_DigestVerifyInit(mdctx, nullptr, EVP_sha256(), nullptr, pubKey);
EVP_DigestVerifyUpdate(mdctx, data.data(), data.length());
int result = EVP_DigestVerifyFinal(mdctx, reinterpret_cast<unsigned char*>(signature.data()), signature.length());
int result = EVP_DigestVerifyFinal(mdctx, reinterpret_cast<unsigned char*>(const_cast<char*>(signature.data())), signature.length());
EVP_PKEY_free(pubKey);
EVP_MD_CTX_destroy(mdctx);
@@ -133,7 +162,7 @@ NvPairingManager::verifySignature(QByteArray data, QByteArray signature, QByteAr
}
QByteArray
NvPairingManager::signMessage(QByteArray message)
NvPairingManager::signMessage(const QByteArray& message)
{
EVP_MD_CTX *ctx = EVP_MD_CTX_create();
THROW_BAD_ALLOC_IF_NULL(ctx);
@@ -143,7 +172,7 @@ NvPairingManager::signMessage(QByteArray message)
EVP_DigestInit_ex(ctx, md, NULL);
EVP_DigestSignInit(ctx, NULL, md, NULL, m_PrivateKey);
EVP_DigestSignUpdate(ctx, reinterpret_cast<unsigned char*>(message.data()), message.length());
EVP_DigestSignUpdate(ctx, reinterpret_cast<unsigned char*>(const_cast<char*>(message.data())), message.length());
size_t signatureLength = 0;
EVP_DigestSignFinal(ctx, NULL, &signatureLength);
@@ -157,7 +186,7 @@ NvPairingManager::signMessage(QByteArray message)
}
QByteArray
NvPairingManager::saltPin(QByteArray salt, QString pin)
NvPairingManager::saltPin(const QByteArray& salt, QString pin)
{
return QByteArray().append(salt).append(pin.toLatin1());
}
@@ -186,9 +215,8 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
QByteArray salt = generateRandomBytes(16);
QByteArray saltedPin = saltPin(salt, pin);
AES_KEY encKey, decKey;
AES_set_decrypt_key(reinterpret_cast<const unsigned char*>(QCryptographicHash::hash(saltedPin, hashAlgo).data()), 128, &decKey);
AES_set_encrypt_key(reinterpret_cast<const unsigned char*>(QCryptographicHash::hash(saltedPin, hashAlgo).data()), 128, &encKey);
QByteArray aesKey = QCryptographicHash::hash(saltedPin, hashAlgo).constData();
aesKey.truncate(16);
QString getCert = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
"pair",
@@ -210,20 +238,21 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
return PairState::ALREADY_IN_PROGRESS;
}
serverCert = QSslCertificate(serverCertStr);
if (serverCert.isNull()) {
Q_ASSERT(!serverCert.isNull());
QSslCertificate unverifiedServerCert = QSslCertificate(serverCertStr);
if (unverifiedServerCert.isNull()) {
Q_ASSERT(!unverifiedServerCert.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);
// Pin this cert for TLS until pairing is complete. If successful, we will propagate
// the cert into the NvComputer object and persist it.
m_Http.setServerCert(unverifiedServerCert);
QByteArray randomChallenge = generateRandomBytes(16);
QByteArray encryptedChallenge = encrypt(randomChallenge, &encKey);
QByteArray encryptedChallenge = encrypt(randomChallenge, aesKey);
QString challengeXml = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
"pair",
"devicename=roth&updateState=1&clientchallenge=" +
@@ -237,7 +266,7 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
return PairState::FAILED;
}
QByteArray challengeResponseData = decrypt(m_Http.getXmlStringFromHex(challengeXml, "challengeresponse"), &decKey);
QByteArray challengeResponseData = decrypt(m_Http.getXmlStringFromHex(challengeXml, "challengeresponse"), aesKey);
QByteArray clientSecretData = generateRandomBytes(16);
QByteArray challengeResponse;
QByteArray serverResponse(challengeResponseData.data(), hashLength);
@@ -258,7 +287,7 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
QByteArray paddedHash = QCryptographicHash::hash(challengeResponse, hashAlgo);
paddedHash.resize(32);
QByteArray encryptedChallengeResponseHash = encrypt(paddedHash, &encKey);
QByteArray encryptedChallengeResponseHash = encrypt(paddedHash, aesKey);
QString respXml = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
"pair",
"devicename=roth&updateState=1&serverchallengeresp=" +
@@ -325,5 +354,6 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
return PairState::FAILED;
}
serverCert = std::move(unverifiedServerCert);
return PairState::PAIRED;
}
+6 -7
View File
@@ -3,7 +3,6 @@
#include "identitymanager.h"
#include "nvhttp.h"
#include <openssl/aes.h>
#include <openssl/x509.h>
#include <openssl/evp.h>
@@ -30,22 +29,22 @@ private:
generateRandomBytes(int length);
QByteArray
saltPin(QByteArray salt, QString pin);
saltPin(const QByteArray& salt, QString pin);
QByteArray
encrypt(QByteArray plaintext, AES_KEY* key);
encrypt(const QByteArray& plaintext, const QByteArray& key);
QByteArray
decrypt(QByteArray ciphertext, AES_KEY* key);
decrypt(const QByteArray& ciphertext, const QByteArray& key);
QByteArray
getSignatureFromPemCert(QByteArray certificate);
getSignatureFromPemCert(const QByteArray& certificate);
bool
verifySignature(QByteArray data, QByteArray signature, QByteArray serverCertificate);
verifySignature(const QByteArray& data, const QByteArray& signature, const QByteArray& serverCertificate);
QByteArray
signMessage(QByteArray message);
signMessage(const QByteArray& message);
NvHTTP m_Http;
X509* m_Cert;
+141 -25
View File
@@ -6,24 +6,57 @@
#include "streaming/session.h"
#include "streaming/streamutils.h"
#ifdef Q_OS_WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#endif
SystemProperties::SystemProperties()
{
hasWindowManager = WMUtils::isRunningWindowManager();
versionString = QString(VERSION_STR);
hasDesktopEnvironment = WMUtils::isRunningDesktopEnvironment();
isRunningWayland = WMUtils::isRunningWayland();
isRunningXWayland = isRunningWayland && QGuiApplication::platformName() == "xcb";
QString nativeArch = QSysInfo::currentCpuArchitecture();
#ifdef Q_OS_WIN32
isWow64 = QSysInfo::currentCpuArchitecture() != QSysInfo::buildCpuArchitecture();
{
USHORT processArch, machineArch;
// Use IsWow64Process2 on TH2 and later, because it supports ARM64
auto fnIsWow64Process2 = (decltype(IsWow64Process2)*)GetProcAddress(GetModuleHandleA("kernel32.dll"), "IsWow64Process2");
if (fnIsWow64Process2 != nullptr && fnIsWow64Process2(GetCurrentProcess(), &processArch, &machineArch)) {
switch (machineArch) {
case IMAGE_FILE_MACHINE_I386:
nativeArch = "i386";
break;
case IMAGE_FILE_MACHINE_AMD64:
nativeArch = "x86_64";
break;
case IMAGE_FILE_MACHINE_ARM64:
nativeArch = "arm64";
break;
}
}
isWow64 = nativeArch != QSysInfo::buildCpuArchitecture();
}
#else
isWow64 = false;
#endif
#ifndef STEAM_LINK
if (nativeArch == "i386") {
friendlyNativeArchName = "x86";
}
else if (nativeArch == "x86_64") {
friendlyNativeArchName = "x64";
}
else {
friendlyNativeArchName = nativeArch.toUpper();
}
// Assume we can probably launch a browser if we're in a GUI environment
hasBrowser = hasWindowManager;
#else
hasBrowser = false;
#endif
hasBrowser = hasDesktopEnvironment;
#ifdef HAVE_DISCORD
hasDiscordIntegration = true;
@@ -54,14 +87,38 @@ QRect SystemProperties::getNativeResolution(int displayIndex)
return monitorNativeResolutions.value(displayIndex);
}
class QuerySdlVideoThread : public QThread
{
public:
QuerySdlVideoThread(SystemProperties* me) :
QThread(nullptr),
m_Me(me) {}
void run() override
{
m_Me->querySdlVideoInfoInternal();
}
SystemProperties* m_Me;
};
void SystemProperties::querySdlVideoInfo()
{
monitorDesktopResolutions.clear();
monitorNativeResolutions.clear();
hasHardwareAcceleration = false;
if (WMUtils::isRunningX11() || WMUtils::isRunningWayland()) {
// Use a separate thread to temporarily initialize SDL
// video to avoid stomping on Qt's X11 and OGL state.
QuerySdlVideoThread thread(this);
thread.start();
thread.wait();
}
else {
querySdlVideoInfoInternal();
}
}
// Never let the maximum drop below 60 FPS
maximumStreamingFrameRate = 60;
void SystemProperties::querySdlVideoInfoInternal()
{
hasHardwareAcceleration = false;
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -70,6 +127,78 @@ void SystemProperties::querySdlVideoInfo()
return;
}
// Update display related attributes (max FPS, native resolution, etc).
// We call the internal variant because we're already in a safe thread context.
refreshDisplaysInternal();
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720,
SDL_WINDOW_HIDDEN | StreamUtils::getPlatformWindowFlags());
if (!testWindow) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create test window with platform flags: %s",
SDL_GetError());
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());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return;
}
}
Session::getDecoderInfo(testWindow, hasHardwareAcceleration, rendererAlwaysFullScreen, maximumResolution);
SDL_DestroyWindow(testWindow);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
class RefreshDisplaysThread : public QThread
{
public:
RefreshDisplaysThread(SystemProperties* me) :
QThread(nullptr),
m_Me(me) {}
void run() override
{
m_Me->refreshDisplaysInternal();
}
SystemProperties* m_Me;
};
void SystemProperties::refreshDisplays()
{
if (WMUtils::isRunningX11() || WMUtils::isRunningWayland()) {
// Use a separate thread to temporarily initialize SDL
// video to avoid stomping on Qt's X11 and OGL state.
RefreshDisplaysThread thread(this);
thread.start();
thread.wait();
}
else {
refreshDisplaysInternal();
}
}
void SystemProperties::refreshDisplaysInternal()
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_VIDEO) failed: %s",
SDL_GetError());
return;
}
monitorDesktopResolutions.clear();
monitorNativeResolutions.clear();
// Never let the maximum drop below 60 FPS
maximumStreamingFrameRate = 60;
SDL_DisplayMode bestMode;
for (int displayIndex = 0; displayIndex < SDL_GetNumVideoDisplays(); displayIndex++) {
SDL_DisplayMode desktopMode;
@@ -119,18 +248,5 @@ void SystemProperties::querySdlVideoInfo()
}
}
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());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return;
}
Session::getDecoderInfo(testWindow, hasHardwareAcceleration, rendererAlwaysFullScreen, maximumResolution);
SDL_DestroyWindow(testWindow);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
+12 -2
View File
@@ -7,6 +7,9 @@ class SystemProperties : public QObject
{
Q_OBJECT
friend class QuerySdlVideoThread;
friend class RefreshDisplaysThread;
public:
SystemProperties();
@@ -15,13 +18,16 @@ public:
Q_PROPERTY(bool isRunningWayland MEMBER isRunningWayland CONSTANT)
Q_PROPERTY(bool isRunningXWayland MEMBER isRunningXWayland CONSTANT)
Q_PROPERTY(bool isWow64 MEMBER isWow64 CONSTANT)
Q_PROPERTY(bool hasWindowManager MEMBER hasWindowManager CONSTANT)
Q_PROPERTY(QString friendlyNativeArchName MEMBER friendlyNativeArchName CONSTANT)
Q_PROPERTY(bool hasDesktopEnvironment MEMBER hasDesktopEnvironment CONSTANT)
Q_PROPERTY(bool hasBrowser MEMBER hasBrowser CONSTANT)
Q_PROPERTY(bool hasDiscordIntegration MEMBER hasDiscordIntegration CONSTANT)
Q_PROPERTY(QString unmappedGamepads MEMBER unmappedGamepads NOTIFY unmappedGamepadsChanged)
Q_PROPERTY(int maximumStreamingFrameRate MEMBER maximumStreamingFrameRate CONSTANT)
Q_PROPERTY(QSize maximumResolution MEMBER maximumResolution CONSTANT)
Q_PROPERTY(QString versionString MEMBER versionString CONSTANT)
Q_INVOKABLE void refreshDisplays();
Q_INVOKABLE QRect getDesktopResolution(int displayIndex);
Q_INVOKABLE QRect getNativeResolution(int displayIndex);
@@ -30,13 +36,16 @@ signals:
private:
void querySdlVideoInfo();
void querySdlVideoInfoInternal();
void refreshDisplaysInternal();
bool hasHardwareAcceleration;
bool rendererAlwaysFullScreen;
bool isRunningWayland;
bool isRunningXWayland;
bool isWow64;
bool hasWindowManager;
QString friendlyNativeArchName;
bool hasDesktopEnvironment;
bool hasBrowser;
bool hasDiscordIntegration;
QString unmappedGamepads;
@@ -44,5 +53,6 @@ private:
QSize maximumResolution;
QList<QRect> monitorDesktopResolutions;
QList<QRect> monitorNativeResolutions;
QString versionString;
};
+40 -9
View File
@@ -52,7 +52,7 @@ public:
void handleUnknownOptions()
{
if (unknownOptionNames().length()) {
if (!unknownOptionNames().isEmpty()) {
showError(QString("Unknown options: %1").arg(unknownOptionNames().join(", ")));
}
}
@@ -261,8 +261,13 @@ StreamCommandLineParser::StreamCommandLineParser()
};
m_VideoDecoderMap = {
{"auto", StreamingPreferences::VDS_AUTO},
{"software", StreamingPreferences::VDS_FORCE_HARDWARE},
{"hardware", StreamingPreferences::VDS_FORCE_SOFTWARE},
{"software", StreamingPreferences::VDS_FORCE_SOFTWARE},
{"hardware", StreamingPreferences::VDS_FORCE_HARDWARE},
};
m_CaptureSysKeysModeMap = {
{"never", StreamingPreferences::CSK_OFF},
{"fullscreen", StreamingPreferences::CSK_FULLSCREEN},
{"always", StreamingPreferences::CSK_ALWAYS},
};
}
@@ -297,10 +302,17 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
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("absolute-mouse", "enable direct mouse control (best for remote desktop rather than games)");
parser.addToggleOption("absolute-mouse", "remote desktop optimized mouse control");
parser.addToggleOption("mouse-buttons-swap", "left and right mouse buttons swap");
parser.addToggleOption("touchscreen-trackpad", "touchscreen in trackpad mode");
parser.addToggleOption("game-optimization", "game optimizations");
parser.addToggleOption("audio-on-host", "audio on host PC");
parser.addToggleOption("frame-pacing", "frame pacing");
parser.addToggleOption("mute-on-focus-loss", "mute audio when Moonlight window loses focus");
parser.addToggleOption("background-gamepad", "background gamepad input");
parser.addToggleOption("reverse-scroll-direction", "inverted scroll direction");
parser.addToggleOption("swap-gamepad-buttons", "swap A/B and X/Y gamepad buttons (Nintendo-style)");
parser.addChoiceOption("capture-system-keys", "capture system key combos", m_CaptureSysKeysModeMap.keys());
parser.addChoiceOption("video-codec", "video codec", m_VideoCodecMap.keys());
parser.addChoiceOption("video-decoder", "video decoder", m_VideoDecoderMap.keys());
@@ -313,25 +325,21 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve display's width and height
QRegularExpression resolutionRexExp("^(720|1080|1440|4K|resolution)$");
QStringList resoOptions = parser.optionNames().filter(resolutionRexExp);
bool displaySet = resoOptions.length();
bool displaySet = !resoOptions.isEmpty();
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;
@@ -388,6 +396,12 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve --absolute-mouse and --no-absolute-mouse options
preferences->absoluteMouseMode = parser.getToggleOptionValue("absolute-mouse", preferences->absoluteMouseMode);
// Resolve --mouse-buttons-swap and --no-mouse-buttons-swap options
preferences->swapMouseButtons = parser.getToggleOptionValue("mouse-buttons-swap", preferences->swapMouseButtons);
// Resolve --touchscreen-trackpad and --no-touchscreen-trackpad options
preferences->absoluteTouchMode = !parser.getToggleOptionValue("touchscreen-trackpad", !preferences->absoluteTouchMode);
// Resolve --game-optimization and --no-game-optimization options
preferences->gameOptimizations = parser.getToggleOptionValue("game-optimization", preferences->gameOptimizations);
@@ -397,6 +411,23 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve --frame-pacing and --no-frame-pacing options
preferences->framePacing = parser.getToggleOptionValue("frame-pacing", preferences->framePacing);
// Resolve --mute-on-focus-loss and --no-mute-on-focus-loss options
preferences->muteOnFocusLoss = parser.getToggleOptionValue("mute-on-focus-loss", preferences->muteOnFocusLoss);
// Resolve --background-gamepad and --no-background-gamepad options
preferences->backgroundGamepad = parser.getToggleOptionValue("background-gamepad", preferences->backgroundGamepad);
// Resolve --reverse-scroll-direction and --no-reverse-scroll-direction options
preferences->reverseScrollDirection = parser.getToggleOptionValue("reverse-scroll-direction", preferences->reverseScrollDirection);
// Resolve --swap-gamepad-buttons and --no-swap-gamepad-buttons options
preferences->swapFaceButtons = parser.getToggleOptionValue("swap-gamepad-buttons", preferences->swapFaceButtons);
// Resolve --capture-system-keys option
if (parser.isSet("capture-system-keys")) {
preferences->captureSysKeysMode = mapValue(m_CaptureSysKeysModeMap, parser.getChoiceOptionValue("capture-system-keys"));
}
// Resolve --video-codec option
if (parser.isSet("video-codec")) {
preferences->videoCodecConfig = mapValue(m_VideoCodecMap, parser.getChoiceOptionValue("video-codec"));
+1
View File
@@ -53,4 +53,5 @@ private:
QMap<QString, StreamingPreferences::AudioConfig> m_AudioConfigMap;
QMap<QString, StreamingPreferences::VideoCodecConfig> m_VideoCodecMap;
QMap<QString, StreamingPreferences::VideoDecoderSelection> m_VideoDecoderMap;
QMap<QString, StreamingPreferences::CaptureSysKeysMode> m_CaptureSysKeysModeMap;
};
+4 -4
View File
@@ -73,7 +73,7 @@ public:
case Event::ComputerSeekTimedout:
if (m_State == StateSeekComputer) {
m_State = StateFailure;
emit q->failed(QString("Failed to connect to %1").arg(m_ComputerName));
emit q->failed(QObject::tr("Failed to connect to %1").arg(m_ComputerName));
}
break;
// Occurs when searched computer is found
@@ -85,8 +85,8 @@ public:
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.")
QString msg = QObject::tr("Computer %1 has not been paired. "
"Please open Moonlight to pair before streaming.")
.arg(event.computer->name);
emit q->failed(msg);
}
@@ -99,7 +99,7 @@ public:
QCoreApplication::exit(0);
} else {
m_State = StateFailure;
emit q->failed(QString("Quitting app failed, reason: %1").arg(event.errorMessage));
emit q->failed(QObject::tr("Quitting app failed, reason: %1").arg(event.errorMessage));
}
}
break;
+5 -5
View File
@@ -86,8 +86,8 @@ public:
emit q->searchingApp();
} else {
m_State = StateFailure;
QString msg = QString("Computer %1 has not been paired. "
"Please open Moonlight to pair before streaming.")
QString msg = QObject::tr("Computer %1 has not been paired. "
"Please open Moonlight to pair before streaming.")
.arg(event.computer->name);
emit q->failed(msg);
}
@@ -123,18 +123,18 @@ public:
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));
emit q->failed(QObject::tr("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));
emit q->failed(QObject::tr("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));
emit q->failed(QObject::tr("Failed to find application %1").arg(m_AppName));
}
break;
}
@@ -7,7 +7,7 @@
<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>
<p>Moonlight can stream games and other applications from a PC with an NVIDIA GeForce GTX/RTX or NVIDIA Quadro GPU and GeForce/Quadro Experience installed.</p>
<p>Features include:</p>
<ul>
<li>Streaming at up to 4K resolution</li>
@@ -15,6 +15,7 @@
<li>Hardware accelerated video decoding with VAAPI, VDPAU, and NVDEC support</li>
<li>7.1 surround sound audio support</li>
<li>Support for both pointer capture (for games) and direct mouse control (for remote desktop)</li>
<li>Support for passing system-wide keyboard shortcuts like Alt+Tab to the host</li>
<li>Direct touchscreen mouse control</li>
<li>HEVC support for better video compression efficiency</li>
<li>Gamepad support with force feedback for up to 4 players</li>
@@ -35,6 +36,133 @@
</screenshots>
<releases>
<release version="3.1.3" date="2021-05-07">
<description>
<p>Changes:</p>
<ul>
<li>Fixed an issue that could cause excessive audio latency on some connections</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="3.1.2" date="2021-05-03">
<description>
<p>Changes:</p>
<ul>
<li>Improved connection reliability and performance with GeForce Experience 3.22</li>
<li>Added support for audio encryption with GeForce Experience 3.22</li>
<li>Added compatibility update checks for future versions of GeForce Experience</li>
<li>Fixed keyboard capture on X11</li>
<li>Updated community-contributed translations from Weblate</li>
</ul>
</description>
</release>
<release version="3.1.1" date="2021-04-09">
<description>
<p>Changes:</p>
<ul>
<li>Added support for streaming from GeForce Experience 3.22</li>
<li>Added support for AMF-encoded HEVC streams from servers like Sunshine and OpenStream</li>
<li>Added new community-contributed translations from Weblate</li>
<li>Fixed KMSDRM rendering with buffer modifiers on embedded devices</li>
</ul>
</description>
</release>
<release version="3.1.0" date="2021-03-14">
<description>
<p>New features:</p>
<ul>
<li>System keyboard shortcuts (Alt+Tab, Super key, Ctrl+Shift+Esc, etc.) can now be (optionally) captured in windowed mode</li>
<li>System keyboard shortcuts can now be captured under Wayland</li>
<li>Added support for typing the client's clipboard text on the host by pressing Ctrl+Alt+Shift+V</li>
<li>Added Ctrl+Alt+Shift+D key combo to minimize the streaming window</li>
<li>Added Ctrl+Alt+Shift+C key combo to show the local cursor while streaming in remote desktop mouse mode</li>
<li>Added Select+L1+R1+X gamepad button combo to toggle performance overlay</li>
<li>Added translations for Simplified Chinese and German</li>
<li>Added a language selector on the settings page</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Improved performance of loading the app grid</li>
<li>Fixed video scaling in High DPI mode on Wayland</li>
<li>Fixed window icons on Wayland</li>
<li>Fixed number pad enter key functionality in the UI</li>
</ul>
</description>
</release>
<release version="3.0.0" date="2021-01-17">
<description>
<p>New features:</p>
<ul>
<li>Added the ability to define a custom streaming resolution using the UI</li>
<li>Added the option to capture system key combinations (Alt+Tab, Ctrl+Shift+Esc, Win+Tab, etc) in fullscreen mode</li>
<li>Updated gamepad mappings are automatically downloaded each time Moonlight launches</li>
<li>The performance overlay is now supported for Linux clients using VAAPI and VDPAU hardware acceleration</li>
<li>Added the option to enable "Direct Launch" which immediately launches the specified game when clicking on a PC</li>
<li>Added the option to mute audio when the Moonlight window loses input focus</li>
<li>Added the option to toggle background gamepad input</li>
<li>Added the option to invert scroll direction</li>
<li>Added the option to swap gamepad button layout to Nintendo-style</li>
<li>Added the option to start the Moonlight UI in fullscreen mode</li>
<li>The failing TCP or UDP ports are now displayed when the connection fails</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed PS4 controllers not reading inputs during haptics in some games</li>
<li>Fixed some slow decoders causing the receive time value to increase rather than the decode time</li>
<li>Native resolution options now refresh each time the settings page is opened, rather than once per launch of Moonlight</li>
<li>Fixed no video or audio while streaming over Internet connections that drop packets with QoS tagging enabled</li>
<li>Improved connection testing accuracy for connections with low MTUs</li>
<li>Fixed inability to open an app's context menu with a gamepad</li>
</ul>
</description>
</release>
<release version="2.2.0" date="2020-09-10">
<description>
<p>New features:</p>
<ul>
<li>Added the ability to hide unwanted apps and games</li>
<li>Added a network test to determine if your Internet connection is blocking Moonlight</li>
<li>Added the option to swap mouse buttons</li>
<li>Added codec and resolution to the on-screen performance stats</li>
<li>Added a warning if the connection is too unstable to receive any complete video frames</li>
<li>Added a Discord link to the toolbar in settings</li>
<li>Enabled the new EGL renderer by default on Linux</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed streaming over networks that block QoS-tagged packets</li>
<li>Selecting a frame rate higher than 60 FPS no longer sets the host desktop to 720p</li>
<li>Right-side modifier keys no longer press the corresponding left-side keys too</li>
<li>Fixed mouse position never reaching the edge of the screen with certain desktop resolutions</li>
<li>Improved synchronization between host and client mouse cursor in remote desktop mouse mode</li>
<li>Cached box art is now deleted when the PC is removed from Moonlight</li>
<li>Fixed several CLI options not properly overriding GUI options</li>
<li>Updated included gamepad mappings</li>
<li>Updated to Qt 5.15.1</li>
</ul>
</description>
</release>
<release version="2.1.0" date="2020-05-17">
<description>
<p>New features:</p>
<ul>
<li>Remote desktop mode now allows interaction with the host without having to click to focus the Moonlight window first</li>
<li>Added a new EGL renderer for improved performance on Wayland and XWayland</li>
<li>Added the option to toggle between direct touchscreen mode and the old trackpad mode</li>
<li>Added the option to rename host PCs</li>
<li>Added the ability to scroll the settings page with the right analog stick</li>
<li>Various UI improvements</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed unreliable mouse capture when the stream begins</li>
<li>Fixed cursor being trapped in full-screen mode even when the mouse wasn't captured</li>
<li>Fixed key presses not being sent to the host if the Super/Meta/Windows key is pressed</li>
<li>Updated included gamepad mappings</li>
</ul>
</description>
</release>
<release version="2.0.0" date="2020-04-28">
<description>
<p>New features:</p>
+1 -11
View File
@@ -5,19 +5,9 @@
# pairing data will be lost each reboot.
HOME=/usr/local/moonlight
# For a seamless transition across the Qt 5.9 -> Qt 5.14 boundary,
# we bundle binaries built with both Qt 5.9 and Qt 5.14 and pick
# the correct one at runtime.
if [ -d "/usr/local/Qt-5.14.1" ]; then
BIN="moonlight"
else
BIN="moonlight59"
fi
# Renice PE_Single_CPU which seems to host A/V stuff
renice -10 -p $(pidof PE_Single_CPU)
# Renice Moonlight itself to avoid preemption by background tasks
# Write output to a logfile in /tmp
echo Launching $BIN
exec nice -n -10 ./bin/$BIN > /tmp/moonlight.log
exec nice -n -10 ./bin/moonlight > /tmp/moonlight.log
+193 -103
View File
@@ -9,6 +9,8 @@ CenteredGridView {
property int computerIndex
property AppModel appModel : createModel()
property bool activated
property bool showHiddenGames
property bool showGames
id: appGrid
focus: true
@@ -38,6 +40,19 @@ CenteredGridView {
if (currentIndex == -1 && SdlGamepadKeyNavigation.getConnectedGamepads() > 0) {
currentIndex = 0
}
if (!showGames && !showHiddenGames) {
// Check if there's a direct launch app
var directLaunchAppIndex = model.getDirectLaunchAppIndex();
if (directLaunchAppIndex >= 0) {
// Start the direct launch app if nothing else is running
currentIndex = directLaunchAppIndex
currentItem.launchOrResumeSelectedApp(false)
// Set showGames so we will not loop when the stream ends
showGames = true
}
}
}
StackView.onDeactivating: {
@@ -48,7 +63,7 @@ CenteredGridView {
function createModel()
{
var model = Qt.createQmlObject('import AppModel 1.0; AppModel {}', parent, '')
model.initialize(ComputerManager, computerIndex)
model.initialize(ComputerManager, computerIndex, showHiddenGames)
return model
}
@@ -58,6 +73,12 @@ CenteredGridView {
width: 220; height: 287;
grid: appGrid
property alias appContextMenu: appContextMenuLoader.item
property alias appNameText: appNameTextLoader.item
// Dim the app if it's hidden
opacity: model.hidden ? 0.4 : 1.0
Image {
property bool isPlaceholder: false
@@ -67,9 +88,14 @@ CenteredGridView {
source: model.boxart
onSourceSizeChanged: {
if ((sourceSize.width == 130 && sourceSize.height == 180) || // GFE 2.0 placeholder image
(sourceSize.width == 628 && sourceSize.height == 888) || // GFE 3.0 placeholder image
(sourceSize.width == 200 && sourceSize.height == 266)) // Our no_app_image.png
// Nearly all of Nvidia's official box art does not match the dimensions of placeholder
// images, however the one known exeception is Overcooked. Therefore, we only execute
// the image size checks if this is not an app collector game. We know the officially
// supported games all have box art, so this check is not required.
if (!model.isAppCollectorGame &&
((sourceSize.width == 130 && sourceSize.height == 180) || // GFE 2.0 placeholder image
(sourceSize.width == 628 && sourceSize.height == 888) || // GFE 3.0 placeholder image
(sourceSize.width == 200 && sourceSize.height == 266))) // Our no_app_image.png
{
isPlaceholder = true
}
@@ -86,97 +112,117 @@ CenteredGridView {
ToolTip.text: model.name
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: (parent.hovered || parent.highlighted) && (!appNameText.visible || appNameText.truncated)
ToolTip.visible: (parent.hovered || parent.highlighted) && (!appNameText || appNameText.truncated)
}
ToolButton {
id: resumeButton
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? -47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : -60
anchors.centerIn: appIcon
visible: model.running
implicitWidth: 125
implicitHeight: 125
Loader {
active: model.running
asynchronous: true
anchors.fill: appIcon
Image {
source: "qrc:/res/baseline-play_circle_filled_white-48px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
sourceComponent: Item {
ToolButton {
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? -47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : -60
anchors.centerIn: parent
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(true)
}
ToolTip.text: qsTr("Resume Game")
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
ToolButton {
anchors.horizontalCenterOffset: appIcon.isPlaceholder ? 47 : 0
anchors.verticalCenterOffset: appIcon.isPlaceholder ? -75 : 60
anchors.centerIn: parent
implicitWidth: 125
implicitHeight: 125
Image {
source: "qrc:/res/baseline-cancel-24px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
onClicked: {
doQuitGame()
}
ToolTip.text: qsTr("Quit Game")
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
}
onClicked: {
launchOrResumeSelectedApp()
}
ToolTip.text: "Resume Game"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
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
Loader {
id: appNameTextLoader
active: appIcon.isPlaceholder
Image {
source: "qrc:/res/baseline-cancel-24px.svg"
anchors.centerIn: parent
sourceSize {
width: 75
height: 75
}
}
// This loader is not asynchronous to avoid noticeable differences
// in the time in which the text loads for each game.
onClicked: {
doQuitGame()
}
ToolTip.text: "Quit Game"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
Label {
id: appNameText
visible: appIcon.isPlaceholder
text: model.name
width: appIcon.width
height: model.running ? 175 : appIcon.height
leftPadding: 20
rightPadding: 20
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
sourceComponent: Label {
id: appNameText
text: model.name
font.pointSize: 22
leftPadding: 20
rightPadding: 20
verticalAlignment: Text.AlignVCenter
horizontalAlignment: Text.AlignHCenter
wrapMode: Text.Wrap
elide: Text.ElideRight
}
}
function launchOrResumeSelectedApp()
function launchOrResumeSelectedApp(quitExistingApp)
{
var runningIndex = appModel.getRunningAppIndex()
if (runningIndex >= 0 && runningIndex !== index) {
quitAppDialog.appName = appModel.getRunningAppName()
quitAppDialog.segueToStream = true
quitAppDialog.nextAppName = model.name
quitAppDialog.nextAppIndex = index
quitAppDialog.open()
var runningId = appModel.getRunningAppId()
if (runningId !== 0 && runningId !== model.appid) {
if (quitExistingApp) {
quitAppDialog.appName = appModel.getRunningAppName()
quitAppDialog.segueToStream = true
quitAppDialog.nextAppName = model.name
quitAppDialog.nextAppIndex = index
quitAppDialog.open()
}
return
}
var component = Qt.createComponent("StreamSegue.qml")
var segue = component.createObject(stackView, {"appName": model.name, "session": appModel.createSessionForApp(index)})
var segue = component.createObject(stackView, {
"appName": model.name,
"session": appModel.createSessionForApp(index),
"isResume": runningId === model.appid
})
stackView.push(segue)
}
@@ -186,7 +232,26 @@ CenteredGridView {
// will handle starting the game and clicks on the box art will
// be ignored.
if (!model.running) {
launchOrResumeSelectedApp()
launchOrResumeSelectedApp(true)
}
}
onPressAndHold: {
// popup() ensures the menu appears under the mouse cursor
if (appContextMenu.popup) {
appContextMenu.popup()
}
else {
// Qt 5.9 doesn't have popup()
appContextMenu.open()
}
}
MouseArea {
anchors.fill: parent
acceptedButtons: Qt.RightButton;
onClicked: {
parent.onPressAndHold()
}
}
@@ -201,7 +266,10 @@ CenteredGridView {
}
}
Keys.onMenuPressed: {
Keys.onEnterPressed: {
// 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()
@@ -209,24 +277,59 @@ CenteredGridView {
}
}
Keys.onMenuPressed: {
// This will be keyboard/gamepad driven so use open() instead of popup()
appContextMenu.open()
}
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: doQuitGame()
visible: model.running
Loader {
id: appContextMenuLoader
asynchronous: true
sourceComponent: NavigableMenu {
id: appContextMenu
NavigableMenuItem {
parentMenu: appContextMenu
text: model.running ? qsTr("Resume Game") : qsTr("Launch Game")
onTriggered: launchOrResumeSelectedApp(true)
}
NavigableMenuItem {
parentMenu: appContextMenu
text: qsTr("Quit Game")
onTriggered: doQuitGame()
visible: model.running
}
NavigableMenuItem {
parentMenu: appContextMenu
checkable: true
checked: model.directLaunch
text: qsTr("Direct Launch")
onTriggered: appModel.setAppDirectLaunch(model.index, !model.directLaunch)
enabled: !model.hidden
ToolTip.text: qsTr("Launch this app immediately when the host is selected, bypassing the app selection grid.")
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
}
NavigableMenuItem {
parentMenu: appContextMenu
checkable: true
checked: model.hidden
text: qsTr("Hide Game")
onTriggered: appModel.setAppHidden(model.index, !model.hidden)
enabled: model.hidden || (!model.running && !model.directLaunch)
ToolTip.text: qsTr("Hide this game from the app grid. To access hidden games, right-click on the host and choose %1.").arg(qsTr("View All Apps"))
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
}
}
}
}
@@ -237,7 +340,7 @@ CenteredGridView {
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."
text:qsTr("Are you sure you want to quit %1? Any unsaved progress will be lost.").arg(appName)
standardButtons: Dialog.Yes | Dialog.No
function quitApp() {
@@ -263,18 +366,5 @@ CenteredGridView {
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: parent.top
right: parent.right
bottom: parent.bottom
}
}
ScrollBar.vertical: ScrollBar {}
}
+8 -4
View File
@@ -6,8 +6,10 @@ import SdlGamepadKeyNavigation 1.0
// https://stackoverflow.com/questions/45029968/how-do-i-set-the-combobox-width-to-fit-the-largest-item
ComboBox {
property int textWidth
property int desiredWidth : leftPadding + textWidth + indicator.width + rightPadding
property int maximumWidth : parent.width
implicitWidth: leftPadding + textWidth + indicator.width + rightPadding
implicitWidth: desiredWidth < maximumWidth ? desiredWidth : maximumWidth
TextMetrics {
id: popupMetrics
@@ -17,9 +19,7 @@ ComboBox {
id: textMetrics
}
// We call this every time the options change (and init)
// so we can adjust the combo box width here too
onActivated: {
function recalculateWidth() {
textMetrics.font = font
popupMetrics.font = popup.font
textWidth = 0
@@ -31,6 +31,10 @@ ComboBox {
}
}
// We call this every time the options change (and init)
// so we can adjust the combo box width here too
onActivated: recalculateWidth()
popup.onAboutToShow: {
// Switch to normal navigation for combo boxes
SdlGamepadKeyNavigation.setUiNavMode(false)
+2 -2
View File
@@ -6,11 +6,11 @@ import Session 1.0
Item {
function onSearchingComputer() {
stageLabel.text = "Establishing connection to PC..."
stageLabel.text = qsTr("Establishing connection to PC...")
}
function onQuittingApp() {
stageLabel.text = "Quitting app..."
stageLabel.text = qsTr("Quitting app...")
}
function onFailure(message) {
+9 -3
View File
@@ -2,14 +2,15 @@ import QtQuick 2.0
import QtQuick.Controls 2.2
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
Item {
function onSearchingComputer() {
stageLabel.text = "Establishing connection to PC..."
stageLabel.text = qsTr("Establishing connection to PC...")
}
function onSearchingApp() {
stageLabel.text = "Loading app list..."
stageLabel.text = qsTr("Loading app list...")
}
function onSessionCreated(appName, session) {
@@ -35,6 +36,11 @@ Item {
StackView.onActivated: {
if (!launcher.isExecuted()) {
toolBar.visible = false
// Normally this is enabled by PcView, but we will won't
// load PcView when streaming from the command-line.
SdlGamepadKeyNavigation.enable()
launcher.searchingComputer.connect(onSearchingComputer)
launcher.searchingApp.connect(onSearchingApp)
launcher.sessionCreated.connect(onSessionCreated)
@@ -72,7 +78,7 @@ Item {
NavigableMessageDialog {
id: quitAppDialog
text:"Are you sure you want to quit " + appName +"? Any unsaved progress will be lost."
text:qsTr("Are you sure you want to quit %1? Any unsaved progress will be lost.").arg(appName)
standardButtons: Dialog.Yes | Dialog.No
property string appName : ""
+1 -1
View File
@@ -1,5 +1,5 @@
import QtQuick 2.0
Item {
objectName: "Gamepad Mapping"
objectName: qsTr("Gamepad Mapping")
}
+2 -1
View File
@@ -2,7 +2,8 @@ import QtQuick 2.0
import QtQuick.Controls 2.2
Dialog {
parent: overlay
// We should use Overlay.overlay here but that's not available in Qt 5.9 :(
parent: ApplicationWindow.contentItem
x: Math.round((parent.width - width) / 2)
y: Math.round((parent.height - height) / 2)
+3
View File
@@ -21,4 +21,7 @@ ItemDelegate {
Keys.onReturnPressed: {
clicked()
}
Keys.onEnterPressed: {
clicked()
}
}
+8 -1
View File
@@ -3,6 +3,13 @@ import QtQuick.Controls 2.2
Menu {
onOpened: {
itemAt(0).forceActiveFocus(Qt.TabFocusReason)
// Give focus to the first visible and enabled menu item
for (var i = 0; i < count; i++) {
var item = itemAt(i)
if (item.visible && item.enabled) {
item.forceActiveFocus(Qt.TabFocusReason)
break
}
}
}
}
+4
View File
@@ -22,6 +22,10 @@ MenuItem {
triggered()
}
Keys.onEnterPressed: {
triggered()
}
Keys.onEscapePressed: {
parentMenu.close()
}
+13
View File
@@ -6,6 +6,8 @@ NavigableDialog {
id: dialog
property alias text: dialogLabel.dialogText
property alias showSpinner: dialogSpinner.visible
property alias imageSrc: dialogImage.source
property string helpText
property string helpUrl : "https://github.com/moonlight-stream/moonlight-docs/wiki/Troubleshooting"
@@ -19,7 +21,13 @@ NavigableDialog {
RowLayout {
spacing: 10
BusyIndicator {
id: dialogSpinner
visible: false
}
Image {
id: dialogImage
source: (standardButtons & Dialog.Yes) ?
"qrc:/res/baseline-help_outline-24px.svg" :
"qrc:/res/baseline-error_outline-24px.svg"
@@ -28,6 +36,7 @@ NavigableDialog {
width: 50
height: 50
}
visible: !showSpinner
}
Label {
@@ -47,6 +56,10 @@ NavigableDialog {
accept()
}
Keys.onEnterPressed: {
accept()
}
Keys.onEscapePressed: {
reject()
}
+4
View File
@@ -27,6 +27,10 @@ ToolButton {
clicked()
}
Keys.onEnterPressed: {
clicked()
}
Keys.onRightPressed: {
nextItemInFocusChain(true).forceActiveFocus(Qt.TabFocus)
}
+158 -32
View File
@@ -1,5 +1,6 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
import QtQuick.Layouts 1.3
import ComputerModel 1.0
@@ -16,7 +17,7 @@ CenteredGridView {
topMargin: 20
bottomMargin: 5
cellWidth: 310; cellHeight: 330;
objectName: "Computers"
objectName: qsTr("Computers")
Component.onCompleted: {
// Don't show any highlighted item until interacting with them.
@@ -25,6 +26,9 @@ CenteredGridView {
currentIndex = -1
}
// Note: Any initialization done here that is critical for streaming must
// also be done in CliStartStreamSegue.qml, since this code does not run
// for command-line initiated streams.
StackView.onActivated: {
// Setup signals on CM
ComputerManager.computerAddCompleted.connect(addComplete)
@@ -57,11 +61,18 @@ CenteredGridView {
}
}
function addComplete(success)
function addComplete(success, detectedPortBlocking)
{
if (!success) {
errorDialog.text = "Unable to connect to the specified PC."
errorDialog.helpText = "Click the Help button for possible solutions."
errorDialog.text = qsTr("Unable to connect to the specified PC.")
if (detectedPortBlocking) {
errorDialog.text += "\n\n" + qsTr("This PC's Internet connection is blocking Moonlight. Streaming over the Internet may not work while connected to this network.")
}
else {
errorDialog.helpText = qsTr("Click the Help button for possible solutions.")
}
errorDialog.open()
}
}
@@ -71,6 +82,7 @@ CenteredGridView {
var model = Qt.createQmlObject('import ComputerModel 1.0; ComputerModel {}', parent, '')
model.initialize(ComputerManager)
model.pairingCompleted.connect(pairingComplete)
model.connectionTestCompleted.connect(testConnectionDialog.connectionTestComplete)
return model
}
@@ -87,8 +99,8 @@ CenteredGridView {
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."
text: StreamingPreferences.enableMdns ? qsTr("Searching for PCs on your local network with NVIDIA GameStream enabled...")
: qsTr("Automatic PC discovery is disabled. Add your PC manually.")
font.pointSize: 20
verticalAlignment: Text.AlignVCenter
wrapMode: Text.Wrap
@@ -101,6 +113,8 @@ CenteredGridView {
width: 300; height: 320;
grid: pcGrid
property alias pcContextMenu : pcContextMenuLoader.item
Image {
id: pcIcon
anchors.horizontalCenter: parent.horizontalCenter
@@ -148,28 +162,70 @@ CenteredGridView {
elide: Text.ElideRight
}
NavigableMenu {
id: pcContextMenu
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Delete PC"
onTriggered: {
deletePcDialog.pcIndex = index
// get confirmation first, actual closing is called from the dialog
deletePcDialog.open()
Loader {
id: pcContextMenuLoader
asynchronous: true
sourceComponent: NavigableMenu {
id: pcContextMenu
MenuItem {
text: qsTr("PC Status: %1").arg(model.online ? qsTr("Online") : qsTr("Offline"))
font.bold: true
enabled: false
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("View All Apps")
onTriggered: {
var component = Qt.createComponent("AppView.qml")
var appView = component.createObject(stackView, {"computerIndex": index, "objectName": model.name, "showHiddenGames": true})
stackView.push(appView)
}
visible: model.online && model.paired
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Wake PC")
onTriggered: computerModel.wakeComputer(index)
visible: !model.online && model.wakeable
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Test Network")
onTriggered: {
computerModel.testConnectionForComputer(index)
testConnectionDialog.open()
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Rename PC")
onTriggered: {
renamePcDialog.pcIndex = index
renamePcDialog.originalName = model.name
renamePcDialog.open()
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: qsTr("Delete PC")
onTriggered: {
deletePcDialog.pcIndex = index
// get confirmation first, actual closing is called from the dialog
deletePcDialog.open()
}
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Wake PC"
onTriggered: computerModel.wakeComputer(index)
visible: !model.online && model.wakeable
}
}
onClicked: {
if (model.online) {
if (model.paired) {
if (!model.serverSupported) {
errorDialog.text = qsTr("The version of GeForce Experience on %1 is not supported by this build of Moonlight. You must update Moonlight to stream from %1.").arg(model.name)
errorDialog.helpText = ""
errorDialog.open()
}
else if (model.paired) {
// go to game view
var component = Qt.createComponent("AppView.qml")
var appView = component.createObject(stackView, {"computerIndex": index, "objectName": model.name})
@@ -177,7 +233,7 @@ CenteredGridView {
}
else {
if (!model.busy) {
var pin = ("0000" + Math.floor(Math.random() * 10000)).slice(-4)
var pin = computerModel.generatePinString()
// Kick off pairing in the background
computerModel.pairComputer(index, pin)
@@ -188,7 +244,7 @@ CenteredGridView {
}
else {
// cannot pair while something is streaming or attempting to pair
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.text = qsTr("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()
}
@@ -243,7 +299,7 @@ CenteredGridView {
// don't allow edits to the rest of the window while open
property string pin : "0000"
text:"Please enter " + pin + " on your GameStream PC. This dialog will close when pairing is completed."
text:qsTr("Please enter %1 on your GameStream PC. This dialog will close when pairing is completed.").arg(pin)
standardButtons: Dialog.Cancel
onRejected: {
// FIXME: We should interrupt pairing here
@@ -254,7 +310,7 @@ CenteredGridView {
id: deletePcDialog
// don't allow edits to the rest of the window while open
property int pcIndex : -1;
text:"Are you sure you want to remove this PC?"
text:qsTr("Are you sure you want to remove this PC?")
standardButtons: Dialog.Yes | Dialog.No
function deletePc() {
@@ -265,12 +321,82 @@ CenteredGridView {
onAccepted: deletePc()
}
ScrollBar.vertical: ScrollBar {
parent: pcGrid.parent
anchors {
top: parent.top
right: parent.right
bottom: parent.bottom
NavigableMessageDialog {
id: testConnectionDialog
closePolicy: Popup.CloseOnEscape
standardButtons: Dialog.Ok
onAboutToShow: {
testConnectionDialog.text = qsTr("Moonlight is testing your network connection to determine if NVIDIA GameStream is blocked.") + "\n\n" + qsTr("This may take a few seconds…")
showSpinner = true
}
function connectionTestComplete(result, blockedPorts)
{
if (result === -1) {
text = qsTr("The network test could not be performed because none of Moonlight's connection testing servers were reachable from this PC. Check your Internet connection or try again later.")
imageSrc = "qrc:/res/baseline-warning-24px.svg"
}
else if (result === 0) {
text = qsTr("This network does not appear to be blocking Moonlight. If you still have trouble connecting, check your PC's firewall settings.") + "\n\n" + qsTr("If you are trying to stream over the Internet, install the Moonlight Internet Hosting Tool on your gaming PC and run the included Internet Streaming Tester to check your gaming PC's Internet connection.")
imageSrc = "qrc:/res/baseline-check_circle_outline-24px.svg"
}
else {
text = qsTr("Your PC's current network connection seems to be blocking Moonlight. Streaming over the Internet may not work while connected to this network.") + "\n\n" + qsTr("The following network ports were blocked:") + "\n"
text += blockedPorts
imageSrc = "qrc:/res/baseline-error_outline-24px.svg"
}
// Stop showing the spinner and show the image instead
showSpinner = false
}
}
NavigableDialog {
id: renamePcDialog
property string label: qsTr("Enter the new name for this PC:")
property string originalName
property int pcIndex : -1;
standardButtons: Dialog.Ok | Dialog.Cancel
onOpened: {
// Force keyboard focus on the textbox so keyboard navigation works
editText.forceActiveFocus()
}
onClosed: {
editText.clear()
}
onAccepted: {
if (editText.text) {
computerModel.renameComputer(pcIndex, editText.text)
}
}
ColumnLayout {
Label {
text: renamePcDialog.label
font.bold: true
}
TextField {
id: editText
placeholderText: renamePcDialog.originalName
Layout.fillWidth: true
focus: true
Keys.onReturnPressed: {
renamePcDialog.accept()
}
Keys.onEnterPressed: {
renamePcDialog.accept()
}
}
}
}
ScrollBar.vertical: ScrollBar {}
}
+1 -1
View File
@@ -9,7 +9,7 @@ Item {
property Session nextSession : null
property string nextAppName : ""
property string stageText : "Quitting " + appName + "..."
property string stageText : qsTr("Quitting %1...").arg(appName)
function quitAppCompleted(error)
{
+663 -122
View File
File diff suppressed because it is too large Load Diff
+27 -8
View File
@@ -8,19 +8,25 @@ import Session 1.0
Item {
property Session session
property string appName
property string stageText : "Starting " + appName + "..."
property string stageText : isResume ? qsTr("Resuming %1...").arg(appName) :
qsTr("Starting %1...").arg(appName)
property bool isResume : false
property bool quitAfter : false
function stageStarting(stage)
{
// Update the spinner text
stageText = "Starting " + stage + "..."
stageText = qsTr("Starting %1...").arg(stage)
}
function stageFailed(stage, errorCode)
function stageFailed(stage, errorCode, failingPorts)
{
// Display the error dialog after Session::exec() returns
streamSegueErrorDialog.text = "Starting " + stage + " failed: Error " + errorCode
streamSegueErrorDialog.text = qsTr("Starting %1 failed: Error %2").arg(stage).arg(errorCode)
if (failingPorts) {
streamSegueErrorDialog.text += "\n\n" + qsTr("Check your firewall and port forwarding rules for port(s): %1").arg(failingPorts)
}
}
function connectionStarted()
@@ -62,8 +68,12 @@ Item {
window.visible = true
}
function sessionFinished()
function sessionFinished(portTestResult)
{
if (portTestResult !== 0 && portTestResult !== -1 && streamSegueErrorDialog.text) {
streamSegueErrorDialog.text += "\n\n" + qsTr("This PC's Internet connection is blocking Moonlight. Streaming over the Internet may not work while connected to this network.")
}
// Enable GUI gamepad usage now
SdlGamepadKeyNavigation.enable()
@@ -93,6 +103,11 @@ Item {
streamSegueErrorDialog.open()
}
}
// Garbage collect the Session object since it's pretty heavyweight
// and keeps other libraries (like SDL_TTF) around until it is deleted.
session = null
gc()
}
StackView.onDeactivating: {
@@ -143,13 +158,17 @@ Item {
// 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"
hintText.text = qsTr("Tip:") + " " + qsTr("Press %1 to disconnect your session").arg(SdlGamepadKeyNavigation.getConnectedGamepads() > 0 ?
qsTr("Start+Select+L1+R1") : qsTr("Ctrl+Alt+Shift+Q"))
// Stop GUI gamepad usage now
SdlGamepadKeyNavigation.disable()
// Garbage collect QML stuff before we start streaming,
// since we'll probably be streaming for a while and we
// won't be able to GC during the stream.
gc()
// Run the streaming session to completion
session.exec(Screen.virtualX, Screen.virtualY)
}
+176 -32
View File
@@ -7,7 +7,7 @@ AppModel::AppModel(QObject *parent)
this, &AppModel::handleBoxArtLoaded);
}
void AppModel::initialize(ComputerManager* computerManager, int computerIndex)
void AppModel::initialize(ComputerManager* computerManager, int computerIndex, bool showHiddenGames)
{
m_ComputerManager = computerManager;
connect(m_ComputerManager, &ComputerManager::computerStateChanged,
@@ -15,29 +15,23 @@ void AppModel::initialize(ComputerManager* computerManager, int computerIndex)
Q_ASSERT(computerIndex < m_ComputerManager->getComputers().count());
m_Computer = m_ComputerManager->getComputers().at(computerIndex);
m_Apps = m_Computer->appList;
m_CurrentGameId = m_Computer->currentGameId;
m_ShowHiddenGames = showHiddenGames;
updateAppList(m_Computer->appList);
}
int AppModel::getRunningAppIndex()
int AppModel::getRunningAppId()
{
if (m_CurrentGameId != 0) {
for (int i = 0; i < m_Apps.count(); i++) {
if (m_Apps[i].id == m_CurrentGameId) {
return i;
}
}
}
return -1;
return m_CurrentGameId;
}
QString AppModel::getRunningAppName()
{
if (m_CurrentGameId != 0) {
for (int i = 0; i < m_Apps.count(); i++) {
if (m_Apps[i].id == m_CurrentGameId) {
return m_Apps[i].name;
for (int i = 0; i < m_AllApps.count(); i++) {
if (m_AllApps[i].id == m_CurrentGameId) {
return m_AllApps[i].name;
}
}
}
@@ -47,12 +41,23 @@ QString AppModel::getRunningAppName()
Session* AppModel::createSessionForApp(int appIndex)
{
Q_ASSERT(appIndex < m_Apps.count());
NvApp app = m_Apps.at(appIndex);
Q_ASSERT(appIndex < m_VisibleApps.count());
NvApp app = m_VisibleApps.at(appIndex);
return new Session(m_Computer, app);
}
int AppModel::getDirectLaunchAppIndex()
{
for (int i = 0; i < m_VisibleApps.count(); i++) {
if (m_VisibleApps[i].directLaunch) {
return i;
}
}
return -1;
}
int AppModel::rowCount(const QModelIndex &parent) const
{
// For list models only the root node (an invalid parent) should return the list's size. For all
@@ -60,7 +65,7 @@ int AppModel::rowCount(const QModelIndex &parent) const
if (parent.isValid())
return 0;
return m_Apps.count();
return m_VisibleApps.count();
}
QVariant AppModel::data(const QModelIndex &index, int role) const
@@ -68,8 +73,8 @@ QVariant AppModel::data(const QModelIndex &index, int role) const
if (!index.isValid())
return QVariant();
Q_ASSERT(index.row() < m_Apps.count());
NvApp app = m_Apps.at(index.row());
Q_ASSERT(index.row() < m_VisibleApps.count());
NvApp app = m_VisibleApps.at(index.row());
switch (role)
{
@@ -80,6 +85,14 @@ QVariant AppModel::data(const QModelIndex &index, int role) const
case BoxArtRole:
// FIXME: const-correctness
return const_cast<BoxArtManager&>(m_BoxArtManager).loadBoxArt(m_Computer, app);
case HiddenRole:
return app.hidden;
case AppIdRole:
return app.id;
case DirectLaunchRole:
return app.directLaunch;
case AppCollectorGameRole:
return app.isAppCollectorGame;
default:
return QVariant();
}
@@ -92,6 +105,10 @@ QHash<int, QByteArray> AppModel::roleNames() const
names[NameRole] = "name";
names[RunningRole] = "running";
names[BoxArtRole] = "boxart";
names[HiddenRole] = "hidden";
names[AppIdRole] = "appid";
names[DirectLaunchRole] = "directLaunch";
names[AppCollectorGameRole] = "appCollectorGame";
return names;
}
@@ -101,6 +118,138 @@ void AppModel::quitRunningApp()
m_ComputerManager->quitRunningApp(m_Computer);
}
bool AppModel::isAppCurrentlyVisible(const NvApp& app)
{
for (const NvApp& visibleApp : m_VisibleApps) {
if (app.id == visibleApp.id) {
return true;
}
}
return false;
}
QVector<NvApp> AppModel::getVisibleApps(const QVector<NvApp>& appList)
{
QVector<NvApp> visibleApps;
for (const NvApp& app : appList) {
// Don't immediately hide games that were previously visible. This
// allows users to easily uncheck the "Hide App" checkbox if they
// check it by mistake.
if (m_ShowHiddenGames || !app.hidden || isAppCurrentlyVisible(app)) {
visibleApps.append(app);
}
}
return visibleApps;
}
void AppModel::updateAppList(QVector<NvApp> newList)
{
m_AllApps = newList;
QVector<NvApp> newVisibleList = getVisibleApps(newList);
// Process removals and updates first
for (int i = 0; i < m_VisibleApps.count(); i++) {
const NvApp& existingApp = m_VisibleApps.at(i);
bool found = false;
for (const NvApp& newApp : newVisibleList) {
if (existingApp.id == newApp.id) {
// If the data changed, update it in our list
if (existingApp != newApp) {
m_VisibleApps.replace(i, newApp);
emit dataChanged(createIndex(i, 0), createIndex(i, 0));
}
found = true;
break;
}
}
if (!found) {
beginRemoveRows(QModelIndex(), i, i);
m_VisibleApps.removeAt(i);
endRemoveRows();
i--;
}
}
// Process additions now
for (const NvApp& newApp : newVisibleList) {
int insertionIndex = m_VisibleApps.size();
bool found = false;
for (int i = 0; i < m_VisibleApps.count(); i++) {
const NvApp& existingApp = m_VisibleApps.at(i);
if (existingApp.id == newApp.id) {
found = true;
break;
}
else if (existingApp.name.toLower() > newApp.name.toLower()) {
insertionIndex = i;
break;
}
}
if (!found) {
beginInsertRows(QModelIndex(), insertionIndex, insertionIndex);
m_VisibleApps.insert(insertionIndex, newApp);
endInsertRows();
}
}
Q_ASSERT(newVisibleList == m_VisibleApps);
}
void AppModel::setAppHidden(int appIndex, bool hidden)
{
Q_ASSERT(appIndex < m_VisibleApps.count());
int appId = m_VisibleApps.at(appIndex).id;
{
QWriteLocker lock(&m_Computer->lock);
for (NvApp& app : m_Computer->appList) {
if (app.id == appId) {
app.hidden = hidden;
break;
}
}
}
m_ComputerManager->clientSideAttributeUpdated(m_Computer);
}
void AppModel::setAppDirectLaunch(int appIndex, bool directLaunch)
{
Q_ASSERT(appIndex < m_VisibleApps.count());
int appId = m_VisibleApps.at(appIndex).id;
{
QWriteLocker lock(&m_Computer->lock);
for (NvApp& app : m_Computer->appList) {
if (directLaunch) {
// We must clear direct launch from all other apps
// to set it on the new app.
app.directLaunch = app.id == appId;
}
else if (app.id == appId) {
// If we're clearing direct launch, we're done once we
// find our matching app ID.
app.directLaunch = false;
break;
}
}
}
m_ComputerManager->clientSideAttributeUpdated(m_Computer);
}
void AppModel::handleComputerStateChanged(NvComputer* computer)
{
// Ignore updates for computers that aren't ours
@@ -119,20 +268,15 @@ void AppModel::handleComputerStateChanged(NvComputer* computer)
// First, process additions/removals from the app list. This
// is required because the new game may now be running, so
// we can't check that first.
if (computer->appList != m_Apps) {
// Just reset the whole thing if the list changes
beginResetModel();
m_Apps = computer->appList;
m_CurrentGameId = computer->currentGameId;
endResetModel();
return;
if (computer->appList != m_AllApps) {
updateAppList(computer->appList);
}
// Finally, process changes to the active app
if (computer->currentGameId != m_CurrentGameId) {
// First, invalidate the running state of newly running game
for (int i = 0; i < m_Apps.count(); i++) {
if (m_Apps[i].id == computer->currentGameId) {
for (int i = 0; i < m_VisibleApps.count(); i++) {
if (m_VisibleApps[i].id == computer->currentGameId) {
emit dataChanged(createIndex(i, 0),
createIndex(i, 0),
QVector<int>() << RunningRole);
@@ -142,8 +286,8 @@ void AppModel::handleComputerStateChanged(NvComputer* computer)
// Next, invalidate the running state of the old game (if it exists)
if (m_CurrentGameId != 0) {
for (int i = 0; i < m_Apps.count(); i++) {
if (m_Apps[i].id == m_CurrentGameId) {
for (int i = 0; i < m_VisibleApps.count(); i++) {
if (m_VisibleApps[i].id == m_CurrentGameId) {
emit dataChanged(createIndex(i, 0),
createIndex(i, 0),
QVector<int>() << RunningRole);
@@ -161,7 +305,7 @@ void AppModel::handleBoxArtLoaded(NvComputer* computer, NvApp app, QUrl /* image
{
Q_ASSERT(computer == m_Computer);
int index = m_Apps.indexOf(app);
int index = m_VisibleApps.indexOf(app);
// Make sure we're not delivering a callback to an app that's already been removed
if (index >= 0) {
+21 -4
View File
@@ -14,23 +14,33 @@ class AppModel : public QAbstractListModel
{
NameRole = Qt::UserRole,
RunningRole,
BoxArtRole
BoxArtRole,
HiddenRole,
AppIdRole,
DirectLaunchRole,
AppCollectorGameRole,
};
public:
explicit AppModel(QObject *parent = nullptr);
// Must be called before any QAbstractListModel functions
Q_INVOKABLE void initialize(ComputerManager* computerManager, int computerIndex);
Q_INVOKABLE void initialize(ComputerManager* computerManager, int computerIndex, bool showHiddenGames);
Q_INVOKABLE Session* createSessionForApp(int appIndex);
Q_INVOKABLE int getRunningAppIndex();
Q_INVOKABLE int getDirectLaunchAppIndex();
Q_INVOKABLE int getRunningAppId();
Q_INVOKABLE QString getRunningAppName();
Q_INVOKABLE void quitRunningApp();
Q_INVOKABLE void setAppHidden(int appIndex, bool hidden);
Q_INVOKABLE void setAppDirectLaunch(int appIndex, bool directLaunch);
QVariant data(const QModelIndex &index, int role) const override;
int rowCount(const QModelIndex &parent) const override;
@@ -46,9 +56,16 @@ signals:
void computerLost();
private:
void updateAppList(QVector<NvApp> newList);
QVector<NvApp> getVisibleApps(const QVector<NvApp>& appList);
bool isAppCurrentlyVisible(const NvApp& app);
NvComputer* m_Computer;
BoxArtManager m_BoxArtManager;
ComputerManager* m_ComputerManager;
QVector<NvApp> m_Apps;
QVector<NvApp> m_VisibleApps, m_AllApps;
int m_CurrentGameId;
bool m_ShowHiddenGames;
};
+52
View File
@@ -2,6 +2,8 @@
#include <QThreadPool>
#include <random>
ComputerModel::ComputerModel(QObject* object)
: QAbstractListModel(object) {}
@@ -40,6 +42,8 @@ QVariant ComputerModel::data(const QModelIndex& index, int role) const
return !computer->macAddress.isEmpty();
case StatusUnknownRole:
return computer->state == NvComputer::CS_UNKNOWN;
case ServerSupportedRole:
return computer->isSupportedServerVersion;
default:
return QVariant();
}
@@ -66,6 +70,7 @@ QHash<int, QByteArray> ComputerModel::roleNames() const
names[BusyRole] = "busy";
names[WakeableRole] = "wakeable";
names[StatusUnknownRole] = "statusUnknown";
names[ServerSupportedRole] = "serverSupported";
return names;
}
@@ -128,6 +133,52 @@ void ComputerModel::wakeComputer(int computerIndex)
QThreadPool::globalInstance()->start(wakeTask);
}
void ComputerModel::renameComputer(int computerIndex, QString name)
{
Q_ASSERT(computerIndex < m_Computers.count());
m_ComputerManager->renameHost(m_Computers[computerIndex], name);
}
// TODO: Use QRandomGenerator when we drop Qt 5.9 support
QString ComputerModel::generatePinString()
{
std::uniform_int_distribution<int> dist(0, 9999);
std::random_device rd;
std::mt19937 engine(rd());
return QString::asprintf("%04u", dist(engine));
}
class DeferredTestConnectionTask : public QObject, public QRunnable
{
Q_OBJECT
public:
void run()
{
unsigned int portTestResult = LiTestClientConnectivity("qt.conntest.moonlight-stream.org", 443, ML_PORT_FLAG_ALL);
if (portTestResult == ML_TEST_RESULT_INCONCLUSIVE) {
emit connectionTestCompleted(-1, QString());
}
else {
char blockedPorts[512];
LiStringifyPortFlags(portTestResult, "\n", blockedPorts, sizeof(blockedPorts));
emit connectionTestCompleted(portTestResult, QString(blockedPorts));
}
}
signals:
void connectionTestCompleted(int result, QString blockedPorts);
};
void ComputerModel::testConnectionForComputer(int)
{
DeferredTestConnectionTask* testConnectionTask = new DeferredTestConnectionTask();
QObject::connect(testConnectionTask, &DeferredTestConnectionTask::connectionTestCompleted,
this, &ComputerModel::connectionTestCompleted);
QThreadPool::globalInstance()->start(testConnectionTask);
}
void ComputerModel::pairComputer(int computerIndex, QString pin)
{
Q_ASSERT(computerIndex < m_Computers.count());
@@ -158,3 +209,4 @@ void ComputerModel::handleComputerStateChanged(NvComputer* computer)
}
}
#include "computermodel.moc"
+9 -1
View File
@@ -14,7 +14,8 @@ class ComputerModel : public QAbstractListModel
PairedRole,
BusyRole,
WakeableRole,
StatusUnknownRole
StatusUnknownRole,
ServerSupportedRole
};
public:
@@ -31,14 +32,21 @@ public:
Q_INVOKABLE void deleteComputer(int computerIndex);
Q_INVOKABLE QString generatePinString();
Q_INVOKABLE void pairComputer(int computerIndex, QString pin);
Q_INVOKABLE void testConnectionForComputer(int computerIndex);
Q_INVOKABLE void wakeComputer(int computerIndex);
Q_INVOKABLE void renameComputer(int computerIndex, QString name);
Q_INVOKABLE Session* createSessionForCurrentGame(int computerIndex);
signals:
void pairingCompleted(QVariant error);
void connectionTestCompleted(int result, QString blockedPorts);
private slots:
void handleComputerStateChanged(NvComputer* computer);
+105 -27
View File
@@ -12,12 +12,40 @@ import SdlGamepadKeyNavigation 1.0
ApplicationWindow {
property bool pollingActive: false
// Set by SettingsView to force the back operation to pop all
// pages except the initial view. This is required when doing
// a retranslate() because AppView breaks for some reason.
property bool clearOnBack: false
id: window
visible: true
width: 1280
height: 600
visibility: (SystemProperties.hasWindowManager && StreamingPreferences.startWindowed) ? "Windowed" : "Maximized"
visibility: {
if (SystemProperties.hasDesktopEnvironment) {
if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_WINDOWED) return "Windowed"
else if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_MAXIMIZED) return "Maximized"
else if (StreamingPreferences.uiDisplayMode == StreamingPreferences.UI_FULLSCREEN) return "FullScreen"
} else {
return "FullScreen"
}
}
// This configures the maximum width of the singleton attached QML ToolTip. If left unconstrained,
// it will never insert a line break and just extend on forever.
ToolTip.toolTip.contentWidth: ToolTip.toolTip.implicitContentWidth < 400 ? ToolTip.toolTip.implicitContentWidth : 400
function goBack() {
if (clearOnBack) {
// Pop all items except the first one
stackView.pop(null)
clearOnBack = false
}
else {
stackView.pop()
}
}
StackView {
id: stackView
@@ -34,7 +62,7 @@ ApplicationWindow {
Keys.onEscapePressed: {
if (depth > 1) {
stackView.pop()
goBack()
}
else {
quitConfirmationDialog.open()
@@ -43,7 +71,7 @@ ApplicationWindow {
Keys.onBackPressed: {
if (depth > 1) {
stackView.pop()
goBack()
}
else {
quitConfirmationDialog.open()
@@ -175,6 +203,17 @@ ApplicationWindow {
anchors.topMargin: 5
anchors.bottomMargin: 5
Label {
id: titleLabel
visible: toolBar.width > 700
anchors.fill: parent
text: stackView.currentItem.objectName
font.pointSize: 20
elide: Label.ElideRight
horizontalAlignment: Qt.AlignHCenter
verticalAlignment: Qt.AlignVCenter
}
RowLayout {
spacing: 20
anchors.leftMargin: 10
@@ -187,33 +226,68 @@ ApplicationWindow {
iconSource: "qrc:/res/arrow_left.svg"
onClicked: stackView.pop()
onClicked: goBack()
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
}
// This label will appear when the window gets too small and
// we need to ensure the toolbar controls don't collide
Label {
id: titleLabel
text: stackView.currentItem.objectName
font.pointSize: 15
id: titleRowLabel
font.pointSize: titleLabel.font.pointSize
elide: Label.ElideRight
horizontalAlignment: Qt.AlignHCenter
verticalAlignment: Qt.AlignVCenter
Layout.fillWidth: true
// We need this label to always be visible so it can occupy
// the remaining space in the RowLayout. To "hide" it, we
// just set the text to empty string.
text: !titleLabel.visible ? stackView.currentItem.objectName : ""
}
Label {
id: versionLabel
visible: stackView.currentItem.objectName === qsTr("Settings")
text: qsTr("Version %1").arg(SystemProperties.versionString)
font.pointSize: 12
horizontalAlignment: Qt.AlignRight
verticalAlignment: Qt.AlignVCenter
}
NavigableToolButton {
id: discordButton
visible: SystemProperties.hasBrowser &&
stackView.currentItem.objectName === qsTr("Settings")
iconSource: "qrc:/res/Discord-Logo-White.svg"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: qsTr("Join our community on Discord")
// TODO need to make sure browser is brought to foreground.
onClicked: Qt.openUrlExternally("https://moonlight-stream.org/discord");
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
}
NavigableToolButton {
id: addPcButton
visible: stackView.currentItem.objectName === "Computers"
visible: stackView.currentItem.objectName === qsTr("Computers")
iconSource: "qrc:/res/ic_add_to_queue_white_48px.svg"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Add PC manually" + (newPcShortcut.nativeText ? (" ("+newPcShortcut.nativeText+")") : "")
ToolTip.text: qsTr("Add PC manually") + (newPcShortcut.nativeText ? (" ("+newPcShortcut.nativeText+")") : "")
Shortcut {
id: newPcShortcut
@@ -253,7 +327,7 @@ ApplicationWindow {
function updateAvailable(version, url)
{
ToolTip.text = "Update available for Moonlight: Version " + version
ToolTip.text = qsTr("Update available for Moonlight: Version %1").arg(version)
updateButton.browserUrl = url
updateButton.visible = true
}
@@ -277,7 +351,7 @@ ApplicationWindow {
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Help" + (helpShortcut.nativeText ? (" ("+helpShortcut.nativeText+")") : "")
ToolTip.text: qsTr("Help") + (helpShortcut.nativeText ? (" ("+helpShortcut.nativeText+")") : "")
Shortcut {
id: helpShortcut
@@ -300,11 +374,11 @@ ApplicationWindow {
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Gamepad Mapper"
ToolTip.text: qsTr("Gamepad Mapper")
iconSource: "qrc:/res/ic_videogame_asset_white_48px.svg"
onClicked: navigateTo("qrc:/gui/GamepadMapper.qml", "Gamepad Mapping")
onClicked: navigateTo("qrc:/gui/GamepadMapper.qml", qsTr("Gamepad Mapping"))
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
@@ -316,7 +390,7 @@ ApplicationWindow {
iconSource: "qrc:/res/settings.svg"
onClicked: navigateTo("qrc:/gui/SettingsView.qml", "Settings")
onClicked: navigateTo("qrc:/gui/SettingsView.qml", qsTr("Settings"))
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
@@ -331,31 +405,31 @@ ApplicationWindow {
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Settings" + (settingsShortcut.nativeText ? (" ("+settingsShortcut.nativeText+")") : "")
ToolTip.text: qsTr("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."
text: qsTr("No functioning hardware accelerated H.264 video decoder was detected by Moonlight. " +
"Your streaming performance may be severely degraded in this configuration.")
helpText: qsTr("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: xWaylandDialog
text: "Hardware acceleration doesn't work on XWayland. Continuing on XWayland may result in poor streaming performance. " +
"Try running with QT_QPA_PLATFORM=wayland or switch to X11."
helpText: "Click the Help button for more information."
text: qsTr("Hardware acceleration doesn't work on XWayland. Continuing on XWayland may result in poor streaming performance. " +
"Try running with QT_QPA_PLATFORM=wayland or switch to X11.")
helpText: qsTr("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."
text: qsTr("This version of Moonlight isn't optimized for your PC. Please download the '%1' version of Moonlight for the best streaming performance.").arg(SystemProperties.friendlyNativeArchName)
onAccepted: {
Qt.openUrlExternally("https://github.com/moonlight-stream/moonlight-qt/releases");
}
@@ -364,9 +438,9 @@ ApplicationWindow {
ErrorMessageDialog {
id: unmappedGamepadDialog
property string unmappedGamepads : ""
text: "Moonlight detected gamepads without a mapping:\n" + unmappedGamepads
text: qsTr("Moonlight detected gamepads without a mapping:") + "\n" + unmappedGamepads
helpTextSeparator: "\n\n"
helpText: "Click the Help button for information on how to map your gamepads."
helpText: qsTr("Click the Help button for information on how to map your gamepads.")
helpUrl: "https://github.com/moonlight-stream/moonlight-docs/wiki/Gamepad-Mapping"
}
@@ -374,7 +448,7 @@ ApplicationWindow {
NavigableMessageDialog {
id: quitConfirmationDialog
standardButtons: Dialog.Yes | Dialog.No
text: "Are you sure you want to quit?"
text: qsTr("Are you sure you want to quit?")
// For keyboard/gamepad navigation
onAccepted: Qt.quit()
}
@@ -404,7 +478,7 @@ ApplicationWindow {
NavigableDialog {
id: addPcDialog
property string label: "Enter the IP address of your GameStream PC:"
property string label: qsTr("Enter the IP address of your GameStream PC:")
standardButtons: Dialog.Ok | Dialog.Cancel
@@ -419,7 +493,7 @@ ApplicationWindow {
onAccepted: {
if (editText.text) {
ComputerManager.addNewHost(editText.text, false)
ComputerManager.addNewHost(editText.text.trim(), false)
}
}
@@ -437,6 +511,10 @@ ApplicationWindow {
Keys.onReturnPressed: {
addPcDialog.accept()
}
Keys.onEnterPressed: {
addPcDialog.accept()
}
}
}
}
+62 -1
View File
@@ -4,6 +4,7 @@
#include <QGuiApplication>
#include <QWindow>
#include "settings/streamingpreferences.h"
#include "settings/mappingmanager.h"
#define AXIS_NAVIGATION_REPEAT_DELAY 150
@@ -14,7 +15,7 @@ SdlGamepadKeyNavigation::SdlGamepadKeyNavigation()
m_LastAxisNavigationEventTime(0)
{
m_PollingTimer = new QTimer(this);
connect(m_PollingTimer, SIGNAL(timeout()), this, SLOT(onPollingTimerFired()));
connect(m_PollingTimer, &QTimer::timeout, this, &SdlGamepadKeyNavigation::onPollingTimerFired);
}
SdlGamepadKeyNavigation::~SdlGamepadKeyNavigation()
@@ -88,6 +89,7 @@ void SdlGamepadKeyNavigation::disable()
void SdlGamepadKeyNavigation::onPollingTimerFired()
{
SDL_Event event;
StreamingPreferences prefs;
while (SDL_PollEvent(&event)) {
switch (event.type) {
@@ -104,6 +106,24 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
event.type == SDL_CONTROLLERBUTTONDOWN ?
QEvent::Type::KeyPress : QEvent::Type::KeyRelease;
// Swap face buttons if needed
if (prefs.swapFaceButtons) {
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_A:
event.cbutton.button = SDL_CONTROLLER_BUTTON_B;
break;
case SDL_CONTROLLER_BUTTON_B:
event.cbutton.button = SDL_CONTROLLER_BUTTON_A;
break;
case SDL_CONTROLLER_BUTTON_X:
event.cbutton.button = SDL_CONTROLLER_BUTTON_Y;
break;
case SDL_CONTROLLER_BUTTON_Y:
event.cbutton.button = SDL_CONTROLLER_BUTTON_X;
break;
}
}
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_DPAD_UP:
if (m_UiNavMode) {
@@ -205,6 +225,31 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
sendKey(QEvent::Type::KeyRelease, Qt::Key_Right);
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
// In UI navigation mode (settings page), use the right stick to scroll
if (m_UiNavMode) {
short rightX = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_RIGHTX);
short rightY = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_RIGHTY);
QPoint wheelDelta;
if (rightX > 30000) {
wheelDelta.setX(30);
}
else if (rightX < -30000) {
wheelDelta.setX(-30);
}
if (rightY > 30000) {
wheelDelta.setY(-30);
}
else if (rightY < -30000) {
wheelDelta.setY(30);
}
if (!wheelDelta.isNull()) {
sendWheel(wheelDelta);
}
}
}
}
@@ -218,6 +263,22 @@ void SdlGamepadKeyNavigation::sendKey(QEvent::Type type, Qt::Key key, Qt::Keyboa
}
}
void SdlGamepadKeyNavigation::sendWheel(QPoint& angleDelta)
{
QGuiApplication* app = static_cast<QGuiApplication*>(QGuiApplication::instance());
QWindow* focusWindow = app->focusWindow();
if (focusWindow != nullptr) {
QPoint mousePos(focusWindow->width() / 2, focusWindow->height() / 2);
QPoint globalPos(focusWindow->mapToGlobal(mousePos));
#if QT_VERSION >= QT_VERSION_CHECK(5, 12, 0)
QWheelEvent wheelEvent(mousePos, globalPos, QPoint(), angleDelta, Qt::NoButton, Qt::NoModifier, Qt::NoScrollPhase, false, Qt::MouseEventSynthesizedByApplication);
#else
QWheelEvent wheelEvent(mousePos, globalPos, QPoint(), angleDelta, angleDelta.y(), Qt::Vertical, Qt::NoButton, Qt::NoModifier, Qt::NoScrollPhase, Qt::MouseEventSynthesizedByApplication, false);
#endif
app->sendEvent(focusWindow, &wheelEvent);
}
}
void SdlGamepadKeyNavigation::setUiNavMode(bool uiNavMode)
{
m_UiNavMode = uiNavMode;
+1
View File
@@ -24,6 +24,7 @@ public:
private:
void sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers = Qt::NoModifier);
void sendWheel(QPoint& angleDelta);
private slots:
void onPollingTimerFired();
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+60 -10
View File
@@ -22,7 +22,7 @@
#include "streaming/video/ffmpeg.h"
#endif
#if defined(Q_OS_WIN32)
#if defined(Q_OS_WIN32) && defined(Q_PROCESSOR_X86)
#include "antihookingprotection.h"
#elif defined(Q_OS_LINUX)
#include <openssl/ssl.h>
@@ -196,7 +196,7 @@ LONG WINAPI UnhandledExceptionHandler(struct _EXCEPTION_POINTERS *ExceptionInfo)
WCHAR dmpFileName[MAX_PATH];
swprintf_s(dmpFileName, L"%ls\\Moonlight-%I64u.dmp",
(PWCHAR)QDir::toNativeSeparators(Path::getLogDir()).utf16(), QDateTime::currentSecsSinceEpoch());
QString qDmpFileName = QString::fromUtf16((unsigned short*)dmpFileName);
QString qDmpFileName = QString::fromUtf16((const char16_t*)dmpFileName);
HANDLE dumpHandle = CreateFileW(dmpFileName, GENERIC_WRITE, 0, nullptr, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, nullptr);
if (dumpHandle != INVALID_HANDLE_VALUE) {
MINIDUMP_EXCEPTION_INFORMATION info;
@@ -288,9 +288,10 @@ int main(int argc, char *argv[])
SetUnhandledExceptionFilter(UnhandledExceptionHandler);
#endif
#if defined(Q_OS_WIN32)
#if defined(Q_OS_WIN32) && defined(Q_PROCESSOR_X86)
// Force AntiHooking.dll to be statically imported and loaded
// by ntdll by calling a dummy function.
// by ntdll on x86/x64 platforms by calling a dummy function.
// AntiHooking.dll is not currently built for ARM64.
AntiHookingDummyImport();
#elif defined(Q_OS_LINUX)
// Force libssl.so to be directly linked to our binary, so
@@ -305,8 +306,10 @@ int main(int argc, char *argv[])
// NB: We can't use QGuiApplication::platformName() here because it is only
// set once the QGuiApplication is created, which is too late to enable High DPI :(
if (WMUtils::isRunningWindowManager()) {
// Enable High DPI support
#if QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
// Enable High DPI support on Qt 5.x. It is always enabled on Qt 6.0
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
#endif
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0)
// Enable fractional High DPI scaling on Qt 5.14 and later
@@ -319,6 +322,13 @@ int main(int argc, char *argv[])
qInfo() << "Unable to detect Wayland or X11, so EGLFS will be used by default. Set QT_QPA_PLATFORM to override this.";
qputenv("QT_QPA_PLATFORM", "eglfs");
if (!qEnvironmentVariableIsSet("QT_QPA_EGLFS_ALWAYS_SET_MODE")) {
qInfo() << "Setting display mode by default. Set QT_QPA_EGLFS_ALWAYS_SET_MODE=0 to override this.";
// The UI doesn't appear on RetroPie without this option.
qputenv("QT_QPA_EGLFS_ALWAYS_SET_MODE", "1");
}
if (!QFile("/dev/dri").exists()) {
qWarning() << "Unable to find a KMSDRM display device!";
qWarning() << "On the Raspberry Pi, you must enable the 'fake KMS' driver in raspi-config to use Moonlight outside of the GUI environment.";
@@ -331,7 +341,7 @@ int main(int argc, char *argv[])
// password prompts on macOS.
qputenv("QT_SSL_USE_TEMPORARY_KEYCHAIN", "1");
#ifdef Q_OS_WIN32
#if defined(Q_OS_WIN32) && QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
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)
@@ -340,6 +350,18 @@ int main(int argc, char *argv[])
}
#endif
#if !defined(Q_OS_WIN32) || QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
// Moonlight requires the non-threaded renderer because we depend
// on being able to control the render thread by blocking in the
// main thread (and pumping events from the main thread when needed).
// That doesn't work with the threaded renderer which causes all
// sorts of odd behavior depending on the platform.
//
// NB: Windows defaults to the "windows" non-threaded render loop on
// Qt 5 and the threaded render loop on Qt 6.
qputenv("QSG_RENDER_LOOP", "basic");
#endif
// We don't want system proxies to apply to us
QNetworkProxyFactory::setUseSystemConfiguration(false);
@@ -373,6 +395,14 @@ int main(int argc, char *argv[])
// future KMSDRM platforms that use SDL for rendering.
SDL_SetHint(SDL_HINT_VIDEO_DOUBLE_BUFFER, "1");
// We use MMAL to render on Raspberry Pi, so we do not require DRM master.
SDL_SetHint("SDL_KMSDRM_REQUIRE_DRM_MASTER", "0");
// Use Direct3D 9Ex to avoid a deadlock caused by the D3D device being reset when
// the user triggers a UAC prompt. This option controls the software/SDL renderer.
// The DXVA2 renderer uses Direct3D 9Ex itself directly.
SDL_SetHint("SDL_WINDOWS_USE_D3D9EX", "1");
if (SDL_InitSubSystem(SDL_INIT_TIMER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_TIMER) failed: %s",
@@ -408,6 +438,14 @@ int main(int argc, char *argv[])
// releases of Moonlight.
SDL_SetHint("SDL_GAMECONTROLLER_USE_BUTTON_LABELS", "0");
// Disable relative mouse scaling to renderer size or logical DPI. We want to send
// the mouse motion exactly how it was given to us.
SDL_SetHint("SDL_MOUSE_RELATIVE_SCALING", "0");
// Set our app name for SDL to use with PulseAudio. This matches what we provide
// as our app name to libsoundio too.
SDL_SetHint("SDL_AUDIO_DEVICE_APP_NAME", "Moonlight");
#ifdef QT_DEBUG
// Allow thread naming using exceptions on debug builds. SDL doesn't use SEH
// when throwing the exceptions, so we don't enable it for release builds out
@@ -417,6 +455,10 @@ int main(int argc, char *argv[])
QGuiApplication app(argc, argv);
// Apply the initial translation based on user preference
StreamingPreferences prefs;
prefs.retranslate();
// After the QGuiApplication is created, the platform stuff will be initialized
// and we can set the SDL video driver to match Qt.
if (WMUtils::isRunningWayland() && QGuiApplication::platformName() == "xcb") {
@@ -424,7 +466,7 @@ int main(int argc, char *argv[])
"Detected XWayland. This will probably break hardware decoding! Try running with QT_QPA_PLATFORM=wayland or switch to X11.");
}
else if (QGuiApplication::platformName().startsWith("wayland")) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Detected Wayland. Performance may be worse than X11.");
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Detected Wayland");
qputenv("SDL_VIDEODRIVER", "wayland");
}
@@ -455,7 +497,16 @@ int main(int argc, char *argv[])
}
#endif
#ifndef Q_OS_DARWIN
// Set the window icon except on macOS where we want to keep the
// modified macOS 11 style rounded corner icon.
app.setWindowIcon(QIcon(":/res/moonlight.svg"));
#endif
// This is necessary to show our icon correctly on Wayland
app.setDesktopFileName("com.moonlight_stream.Moonlight.desktop");
qputenv("SDL_VIDEO_WAYLAND_WMCLASS", "com.moonlight_stream.Moonlight");
qputenv("SDL_VIDEO_X11_WMCLASS", "com.moonlight_stream.Moonlight");
// Register our C++ types for QML
qmlRegisterType<ComputerModel>("ComputerModel", 1, 0, "ComputerModel");
@@ -483,8 +534,8 @@ int main(int argc, char *argv[])
});
qmlRegisterSingletonType<StreamingPreferences>("StreamingPreferences", 1, 0,
"StreamingPreferences",
[](QQmlEngine*, QJSEngine*) -> QObject* {
return new StreamingPreferences();
[](QQmlEngine* qmlEngine, QJSEngine*) -> QObject* {
return new StreamingPreferences(qmlEngine);
});
// Create the identity manager on the main thread
@@ -551,7 +602,6 @@ int main(int argc, char *argv[])
engine.load(QUrl(QStringLiteral("qrc:/gui/main.qml")));
if (engine.rootObjects().isEmpty())
return -1;
int err = app.exec();
// Give worker tasks time to properly exit. Fixes PendingQuitTask
+146
View File
@@ -0,0 +1,146 @@
// This file contains hooks for several functions that allow
// Qt and SDL to more or less share DRM master ownership.
//
// This technique requires Linux v5.8 or later, or for Moonlight
// to run as root (with CAP_SYS_ADMIN). Prior to Linux v5.8,
// DRM_IOCTL_DROP_MASTER required CAP_SYS_ADMIN, which prevents
// our trick from working (without root, that is).
//
// The specific kernel change required to run without root is:
// https://git.kernel.org/pub/scm/linux/kernel/git/torvalds/linux.git/commit/?id=45bc3d26c95a8fc63a7d8668ca9e57ef0883351c
#define _GNU_SOURCE
#include <SDL.h>
#include <dlfcn.h>
#include <unistd.h>
#include <errno.h>
#include <sys/stat.h>
#include <xf86drm.h>
#include <xf86drmMode.h>
// We require SDL 2.0.15+ to hook because it supports sharing
// the DRM FD with our code. This avoids having multiple DRM FDs
// in flight at the same time which would significantly complicate
// the logic here because we'd need to figure out exactly which FD
// should be the master at any given time. With the position of our
// hooks, that is definitely not trivial.
#if SDL_VERSION_ATLEAST(2, 0, 15)
// Qt's DRM master FD grabbed by our hook
int g_QtDrmMasterFd = -1;
struct stat64 g_DrmMasterStat;
// The DRM master FD created for SDL
int g_SdlDrmMasterFd = -1;
// This hook will handle legacy DRM rendering
int drmModeSetCrtc(int fd, uint32_t crtcId, uint32_t bufferId,
uint32_t x, uint32_t y, uint32_t *connectors, int count,
drmModeModeInfoPtr mode)
{
// Grab the first DRM FD that makes it in here. This will be the Qt
// EGLFS backend's DRM FD, which we will need later.
if (g_QtDrmMasterFd == -1) {
g_QtDrmMasterFd = fd;
fstat64(g_QtDrmMasterFd, &g_DrmMasterStat);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Captured Qt EGLFS DRM master fd (legacy): %d",
g_QtDrmMasterFd);
}
// Call into the real thing
return ((typeof(drmModeSetCrtc)*)dlsym(RTLD_NEXT, "drmModeSetCrtc"))(fd, crtcId, bufferId, x, y, connectors, count, mode);
}
// This hook will handle atomic DRM rendering
int drmModeAtomicCommit(int fd, drmModeAtomicReqPtr req,
uint32_t flags, void *user_data)
{
// Grab the first DRM FD that makes it in here. This will be the Qt
// EGLFS backend's DRM FD, which we will need later.
if (g_QtDrmMasterFd == -1) {
g_QtDrmMasterFd = fd;
fstat64(g_QtDrmMasterFd, &g_DrmMasterStat);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Captured Qt EGLFS DRM master fd (atomic): %d",
g_QtDrmMasterFd);
}
// Call into the real thing
return ((typeof(drmModeAtomicCommit)*)dlsym(RTLD_NEXT, "drmModeAtomicCommit"))(fd, req, flags, user_data);
}
// This hook will handle SDL's open() on the DRM device. We just need to
// hook this variant of open(), since that's what SDL uses. When we see
// the open a FD for the same card as the Qt DRM master FD, we'll drop
// master on the Qt FD to allow the new FD to have master.
int open(const char *pathname, int flags)
{
// Call the real thing to do the open operation
int fd = ((typeof(open)*)dlsym(RTLD_NEXT, "open"))(pathname, flags);
// If the file was successfully opened and we have a DRM master FD,
// check if the FD we just opened is a DRM device.
if (fd >= 0 && g_QtDrmMasterFd != -1) {
if (strncmp(pathname, "/dev/dri/card", 13) == 0) {
// It's a DRM device, but is it _our_ DRM device?
struct stat64 fdstat;
fstat64(fd, &fdstat);
if (g_DrmMasterStat.st_dev == fdstat.st_dev &&
g_DrmMasterStat.st_ino == fdstat.st_ino) {
// It is our device. Time to do the magic!
// This code assumes SDL only ever opens a single FD
// for a given DRM device.
SDL_assert(g_SdlDrmMasterFd == -1);
// Drop master on Qt's FD so we can pick it up for SDL.
if (drmDropMaster(g_QtDrmMasterFd) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to drop master on Qt DRM FD: %d",
errno);
// Hope for the best
return fd;
}
// We are not allowed to call drmSetMaster() without CAP_SYS_ADMIN,
// but since we just dropped the master, we can become master by
// simply creating a new FD. Let's do it.
close(fd);
fd = ((typeof(open)*)dlsym(RTLD_NEXT, "open"))(pathname, flags);
g_SdlDrmMasterFd = fd;
}
}
}
return fd;
}
// Our close() hook handles restoring DRM master to the Qt FD
// after SDL closes its DRM FD.
int close(int fd)
{
// Call the real thing
int ret = ((typeof(close)*)dlsym(RTLD_NEXT, "close"))(fd);
if (ret == 0) {
// If we just closed the SDL DRM master FD, restore master
// to the Qt DRM FD. This works because the Qt DRM master FD
// was master once before, so we can set it as master again
// using drmSetMaster() without CAP_SYS_ADMIN.
if (g_SdlDrmMasterFd != -1 && fd == g_SdlDrmMasterFd) {
if (drmSetMaster(g_QtDrmMasterFd) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to restore master to Qt DRM FD: %d",
errno);
}
g_SdlDrmMasterFd = -1;
}
}
return ret;
}
#endif
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+40 -2
View File
@@ -6,6 +6,7 @@
#include <QSettings>
#include <QCoreApplication>
QString Path::s_CacheDir;
QString Path::s_LogDir;
QString Path::s_BoxArtCacheDir;
@@ -28,11 +29,43 @@ QByteArray Path::readDataFile(QString fileName)
return dataFile.readAll();
}
void Path::writeCacheFile(QString fileName, QByteArray data)
{
QDir cacheDir(s_CacheDir);
// Create the cache path if it does not exist
if (!cacheDir.exists()) {
cacheDir.mkpath(".");
}
QFile dataFile(cacheDir.absoluteFilePath(fileName));
dataFile.open(QIODevice::WriteOnly);
dataFile.write(data);
}
void Path::deleteCacheFile(QString fileName)
{
QFile dataFile(QDir(s_CacheDir).absoluteFilePath(fileName));
dataFile.remove();
}
QFileInfo Path::getCacheFileInfo(QString fileName)
{
return QFileInfo(QDir(s_CacheDir), fileName);
}
QString Path::getDataFilePath(QString fileName)
{
QString candidatePath;
// Check the current directory first
// Check the cache location first (used by Path::writeDataFile())
candidatePath = QDir(s_CacheDir).absoluteFilePath(fileName);
if (QFile::exists(candidatePath)) {
qInfo() << "Found" << fileName << "at" << candidatePath;
return candidatePath;
}
// Check the current directory
candidatePath = QDir(QDir::currentPath()).absoluteFilePath(fileName);
if (QFile::exists(candidatePath)) {
qInfo() << "Found" << fileName << "at" << candidatePath;
@@ -40,7 +73,7 @@ QString Path::getDataFilePath(QString fileName)
}
// Now check the data directories (for Linux, in particular)
candidatePath = QStandardPaths::locate(QStandardPaths::DataLocation, fileName);
candidatePath = QStandardPaths::locate(QStandardPaths::AppDataLocation, fileName);
if (!candidatePath.isEmpty() && QFile::exists(candidatePath)) {
qInfo() << "Found" << fileName << "at" << candidatePath;
return candidatePath;
@@ -64,6 +97,10 @@ void Path::initialize(bool portable)
if (portable) {
s_LogDir = QDir::currentPath();
s_BoxArtCacheDir = QDir::currentPath() + "/boxart";
// In order for the If-Modified-Since logic to work in MappingFetcher,
// the cache directory must be different than the current directory.
s_CacheDir = QDir::currentPath() + "/cache";
}
else {
#ifdef Q_OS_DARWIN
@@ -73,6 +110,7 @@ void Path::initialize(bool portable)
#else
s_LogDir = QDir::tempPath();
#endif
s_CacheDir = QStandardPaths::writableLocation(QStandardPaths::CacheLocation);
s_BoxArtCacheDir = QStandardPaths::writableLocation(QStandardPaths::CacheLocation) + "/boxart";
}
}
+5
View File
@@ -1,6 +1,7 @@
#pragma once
#include <QString>
#include <QFileInfo>
class Path
{
@@ -10,6 +11,9 @@ public:
static QString getBoxArtCacheDir();
static QByteArray readDataFile(QString fileName);
static void writeCacheFile(QString fileName, QByteArray data);
static void deleteCacheFile(QString fileName);
static QFileInfo getCacheFileInfo(QString fileName);
// Only safe to use directly for Qt classes
static QString getDataFilePath(QString fileName);
@@ -17,6 +21,7 @@ public:
static void initialize(bool portable);
private:
static QString s_CacheDir;
static QString s_LogDir;
static QString s_BoxArtCacheDir;
};
+1
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@@ -0,0 +1 @@
<svg id="Layer_1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 245 240" fill="white"><path class="st0" d="M104.4 103.9c-5.7 0-10.2 5-10.2 11.1s4.6 11.1 10.2 11.1c5.7 0 10.2-5 10.2-11.1.1-6.1-4.5-11.1-10.2-11.1zM140.9 103.9c-5.7 0-10.2 5-10.2 11.1s4.6 11.1 10.2 11.1c5.7 0 10.2-5 10.2-11.1s-4.5-11.1-10.2-11.1z"/><path class="st0" d="M189.5 20h-134C44.2 20 35 29.2 35 40.6v135.2c0 11.4 9.2 20.6 20.5 20.6h113.4l-5.3-18.5 12.8 11.9 12.1 11.2 21.5 19V40.6c0-11.4-9.2-20.6-20.5-20.6zm-38.6 130.6s-3.6-4.3-6.6-8.1c13.1-3.7 18.1-11.9 18.1-11.9-4.1 2.7-8 4.6-11.5 5.9-5 2.1-9.8 3.5-14.5 4.3-9.6 1.8-18.4 1.3-25.9-.1-5.7-1.1-10.6-2.7-14.7-4.3-2.3-.9-4.8-2-7.3-3.4-.3-.2-.6-.3-.9-.5-.2-.1-.3-.2-.4-.3-1.8-1-2.8-1.7-2.8-1.7s4.8 8 17.5 11.8c-3 3.8-6.7 8.3-6.7 8.3-22.1-.7-30.5-15.2-30.5-15.2 0-32.2 14.4-58.3 14.4-58.3 14.4-10.8 28.1-10.5 28.1-10.5l1 1.2c-18 5.2-26.3 13.1-26.3 13.1s2.2-1.2 5.9-2.9c10.7-4.7 19.2-6 22.7-6.3.6-.1 1.1-.2 1.7-.2 6.1-.8 13-1 20.2-.2 9.5 1.1 19.7 3.9 30.1 9.6 0 0-7.9-7.5-24.9-12.7l1.4-1.6s13.7-.3 28.1 10.5c0 0 14.4 26.1 14.4 58.3 0 0-8.5 14.5-30.6 15.2z"/></svg>

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Width:  |  Height:  |  Size: 1.1 KiB

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" height="24" viewBox="0 0 24 24" width="24" fill="#FFFFFF"><path d="M0 0h24v24H0V0zm0 0h24v24H0V0z" fill="none"/><path d="M16.59 7.58L10 14.17l-3.59-3.58L5 12l5 5 8-8zM12 2C6.48 2 2 6.48 2 12s4.48 10 10 10 10-4.48 10-10S17.52 2 12 2zm0 18c-4.42 0-8-3.58-8-8s3.58-8 8-8 8 3.58 8 8-3.58 8-8 8z"/></svg>

After

Width:  |  Height:  |  Size: 339 B

+20
View File
@@ -15,9 +15,29 @@
<file>res/update.svg</file>
<file>res/baseline-help_outline-24px.svg</file>
<file>res/baseline-error_outline-24px.svg</file>
<file>res/baseline-check_circle_outline-24px.svg</file>
<file>res/Discord-Logo-White.svg</file>
<file>languages/qml_de.ts</file>
<file>languages/qml_de.qm</file>
<file>languages/qml_fr.ts</file>
<file>languages/qml_fr.qm</file>
<file>languages/qml_zh_cn.ts</file>
<file>languages/qml_zh_cn.qm</file>
<file>languages/qml_nb_NO.ts</file>
<file>languages/qml_nb_NO.qm</file>
<file>languages/qml_ru.ts</file>
<file>languages/qml_ru.qm</file>
<file>languages/qml_es.ts</file>
<file>languages/qml_es.qm</file>
</qresource>
<qresource prefix="/data">
<file alias="gamecontrollerdb.txt">SDL_GameControllerDB/gamecontrollerdb.txt</file>
<file alias="ModeSeven.ttf">ModeSeven.ttf</file>
<file alias="egl_nv12.frag">shaders/egl_nv12.frag</file>
<file alias="egl_nv12.vert">shaders/egl_nv12.vert</file>
<file alias="egl_opaque.frag">shaders/egl_opaque.frag</file>
<file alias="egl_opaque.vert">shaders/egl_opaque.vert</file>
<file alias="egl_overlay.frag">shaders/egl_overlay.frag</file>
<file alias="egl_overlay.vert">shaders/egl_overlay.vert</file>
</qresource>
</RCC>
+137
View File
@@ -0,0 +1,137 @@
#include "compatfetcher.h"
#include "path.h"
#include <QNetworkReply>
#include <QSettings>
#define COMPAT_VERSION "v1"
#define COMPAT_KEY "latestsupportedversion-"
CompatFetcher::CompatFetcher(QObject *parent) :
QObject(parent),
m_Nam(this)
{
// Never communicate over HTTP
m_Nam.setStrictTransportSecurityEnabled(true);
// Allow HTTP redirects
m_Nam.setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
connect(&m_Nam, &QNetworkAccessManager::finished,
this, &CompatFetcher::handleCompatInfoFetched);
}
void CompatFetcher::start()
{
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 15, 1) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947 (introduced in Qt 5.14.0 and fixed in Qt 5.15.1)
QT_WARNING_PUSH
QT_WARNING_DISABLE_DEPRECATED
m_Nam.setNetworkAccessible(QNetworkAccessManager::Accessible);
QT_WARNING_POP
#endif
QUrl url("https://moonlight-stream.org/compatibility/" COMPAT_VERSION);
QNetworkRequest request(url);
#if QT_VERSION >= QT_VERSION_CHECK(5, 15, 0)
request.setAttribute(QNetworkRequest::Http2AllowedAttribute, true);
#else
request.setAttribute(QNetworkRequest::HTTP2AllowedAttribute, true);
#endif
// We'll get a callback when this is finished
m_Nam.get(request);
}
bool CompatFetcher::isGfeVersionSupported(QString gfeVersion)
{
QSettings settings;
if (gfeVersion.trimmed().isEmpty()) {
// If we don't have a GFE version, just allow it
return true;
}
QString latestSupportedVersion = settings.value(COMPAT_KEY COMPAT_VERSION).toString();
if (latestSupportedVersion.isEmpty()) {
// We don't have compat data yet, so just assume it's supported
return true;
}
QStringList latestSupportedVersionQuad = latestSupportedVersion.split('.');
QStringList gfeVersionQuad = gfeVersion.split('.');
if (gfeVersionQuad.count() <= 1) {
qWarning() << "Failed to parse GFE version:" << gfeVersion;
return true;
}
if (latestSupportedVersionQuad.count() <= 1) {
qWarning() << "Failed to parse latest supported version:" << latestSupportedVersion;
return true;
}
for (int i = 0;; i++) {
int actualVerVal = 0;
int latestSupportedVal = 0;
// Treat missing decimal places as 0
if (i < gfeVersionQuad.count()) {
bool ok;
actualVerVal = gfeVersionQuad[i].toInt(&ok);
if (!ok || actualVerVal < 0) {
// Return true to be safe
qWarning() << "Failed to parse GFE version:" << gfeVersion;
return true;
}
}
if (i < latestSupportedVersionQuad.count()) {
bool ok;
latestSupportedVal = latestSupportedVersionQuad[i].toInt(&ok);
if (!ok || latestSupportedVal < 0) {
// Return true to be safe
qWarning() << "Failed to parse latest supported version:" << latestSupportedVersion;
return true;
}
}
if (i >= gfeVersionQuad.count() && i >= latestSupportedVersionQuad.count()) {
// Equal versions - this is fine
return true;
}
if (actualVerVal < latestSupportedVal) {
// Actual version is lower than latest supported - this is fine
return true;
}
else if (actualVerVal > latestSupportedVal) {
// Actual version is greater than latest supported - this is bad
qWarning() << "GFE version" << gfeVersion << "is not supported by this version of Moonlight";
return false;
}
}
}
void CompatFetcher::handleCompatInfoFetched(QNetworkReply* reply)
{
Q_ASSERT(reply->isFinished());
if (reply->error() == QNetworkReply::NoError) {
// Queue the reply for deletion
reply->deleteLater();
QString version = QString(reply->readAll()).trimmed();
QSettings settings;
settings.setValue(COMPAT_KEY COMPAT_VERSION, version);
qInfo() << "Latest supported GFE server:" << version;
}
else {
qWarning() << "Failed to download latest compatibility data:" << reply->error();
reply->deleteLater();
}
}
+22
View File
@@ -0,0 +1,22 @@
#pragma once
#include <QObject>
#include <QNetworkAccessManager>
class CompatFetcher : public QObject
{
Q_OBJECT
public:
explicit CompatFetcher(QObject *parent = nullptr);
void start();
static bool isGfeVersionSupported(QString gfeVersion);
private slots:
void handleCompatInfoFetched(QNetworkReply* reply);
private:
QNetworkAccessManager m_Nam;
};
+91
View File
@@ -0,0 +1,91 @@
#include "mappingfetcher.h"
#include "path.h"
#include <QNetworkReply>
MappingFetcher::MappingFetcher(QObject *parent) :
QObject(parent),
m_Nam(this)
{
// Never communicate over HTTP
m_Nam.setStrictTransportSecurityEnabled(true);
// Allow HTTP redirects
m_Nam.setRedirectPolicy(QNetworkRequest::NoLessSafeRedirectPolicy);
connect(&m_Nam, &QNetworkAccessManager::finished,
this, &MappingFetcher::handleMappingListFetched);
}
void MappingFetcher::start()
{
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 15, 1) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947 (introduced in Qt 5.14.0 and fixed in Qt 5.15.1)
QT_WARNING_PUSH
QT_WARNING_DISABLE_DEPRECATED
m_Nam.setNetworkAccessible(QNetworkAccessManager::Accessible);
QT_WARNING_POP
#endif
QUrl url("https://moonlight-stream.org/SDL_GameControllerDB/gamecontrollerdb.txt");
QNetworkRequest request(url);
#if QT_VERSION >= QT_VERSION_CHECK(5, 15, 0)
request.setAttribute(QNetworkRequest::Http2AllowedAttribute, true);
#else
request.setAttribute(QNetworkRequest::HTTP2AllowedAttribute, true);
#endif
// Qt 5.12 introduced QNetworkRequest::IfModifiedSinceHeader. We _could_ implement it
// by hand (including QDateTime conversion to the correct string form) for earlier Qt
// versions, but that's a pain and this is just an optimization anyway. We'll do a bit
// of extra work on those legacy Qt versions by fetching the GCDB each time we launch.
#if QT_VERSION >= QT_VERSION_CHECK(5, 12, 0)
// Only download the file if it's newer than what we have
QFileInfo existingFileInfo = Path::getCacheFileInfo("gamecontrollerdb.txt");
if (existingFileInfo.exists()) {
// Make sure the cached file looks reasonable. It should have some data and
// the last modified time should not be in the future.
QDateTime lastModifiedTime = existingFileInfo.lastModified().toUTC();
if (existingFileInfo.size() > 0 && lastModifiedTime <= QDateTime::currentDateTimeUtc()) {
request.setHeader(QNetworkRequest::IfModifiedSinceHeader, existingFileInfo.lastModified().toUTC());
}
else {
Path::deleteCacheFile("gamecontrollerdb.txt");
}
}
#endif
// We'll get a callback when this is finished
m_Nam.get(request);
}
void MappingFetcher::handleMappingListFetched(QNetworkReply* reply)
{
Q_ASSERT(reply->isFinished());
if (reply->error() == QNetworkReply::NoError) {
// Queue the reply for deletion
reply->deleteLater();
// If we get a 304 back, Qt will happily just tell us our request was
// successful and let us try to write our empty response to disk. Check
// the status code directly to prevent this.
if (reply->attribute(QNetworkRequest::HttpStatusCodeAttribute) == 304) {
qInfo() << "Gamepad mappings are up to date";
}
else {
// Update the cached data on disk for next call to applyMappings()
QByteArray data = reply->readAll();
if (!data.isEmpty()) {
Path::writeCacheFile("gamecontrollerdb.txt", data);
}
qInfo() << "Downloaded updated gamepad mappings";
}
}
else {
qWarning() << "Failed to download updated gamepad mappings:" << reply->error();
reply->deleteLater();
}
}
+20
View File
@@ -0,0 +1,20 @@
#pragma once
#include <QObject>
#include <QNetworkAccessManager>
class MappingFetcher : public QObject
{
Q_OBJECT
public:
explicit MappingFetcher(QObject *parent = nullptr);
void start();
private slots:
void handleMappingListFetched(QNetworkReply* reply);
private:
QNetworkAccessManager m_Nam;
};
+25 -7
View File
@@ -10,10 +10,18 @@
#define SER_GUID "guid"
#define SER_MAPPING "mapping"
MappingFetcher* MappingManager::s_MappingFetcher;
MappingManager::MappingManager()
{
QSettings settings;
// Load updated mappings from the Internet once per Moonlight launch
if (s_MappingFetcher == nullptr) {
s_MappingFetcher = new MappingFetcher();
s_MappingFetcher->start();
}
// First load existing saved mappings. This ensures the user's
// hints can always override the old data.
int mappingCount = settings.beginReadArray(SER_GAMEPADMAPPING);
@@ -33,7 +41,7 @@ MappingManager::MappingManager()
#else
.split('\n', QString::SkipEmptyParts);
#endif
for (QString sdlMapping : sdlMappings) {
for (const QString& sdlMapping : sdlMappings) {
SdlGamepadMapping mapping(sdlMapping);
addMapping(mapping);
}
@@ -64,16 +72,26 @@ void MappingManager::applyMappings()
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 {
if (newMappings > 0) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Loaded %d new gamepad mappings",
newMappings);
}
else {
if (newMappings < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error loading gamepad mappings: %s",
SDL_GetError());
}
else if (newMappings == 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"0 new mappings found in gamecontrollerdb.txt. Is it corrupt?");
}
// Try deleting the cached mapping list just in case it's corrupt
Path::deleteCacheFile("gamecontrollerdb.txt");
}
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
+4
View File
@@ -1,5 +1,7 @@
#pragma once
#include "mappingfetcher.h"
#include <QSettings>
class SdlGamepadMapping
@@ -70,5 +72,7 @@ public:
private:
QMap<QString, SdlGamepadMapping> m_Mappings;
static MappingFetcher* s_MappingFetcher;
};
+132 -4
View File
@@ -1,6 +1,11 @@
#include "streamingpreferences.h"
#include <QSettings>
#include <QTranslator>
#include <QCoreApplication>
#include <QLocale>
#include <QtDebug>
#define SER_STREAMSETTINGS "streamsettings"
#define SER_WIDTH "width"
@@ -20,18 +25,36 @@
#define SER_MDNS "mdns"
#define SER_QUITAPPAFTER "quitAppAfter"
#define SER_ABSMOUSEMODE "mouseacceleration"
#define SER_ABSTOUCHMODE "abstouchmode"
#define SER_STARTWINDOWED "startwindowed"
#define SER_FRAMEPACING "framepacing"
#define SER_CONNWARNINGS "connwarnings"
#define SER_UIDISPLAYMODE "uidisplaymode"
#define SER_RICHPRESENCE "richpresence"
#define SER_GAMEPADMOUSE "gamepadmouse"
#define SER_DEFAULTVER "defaultver"
#define SER_PACKETSIZE "packetsize"
#define SER_DETECTNETBLOCKING "detectnetblocking"
#define SER_SWAPMOUSEBUTTONS "swapmousebuttons"
#define SER_MUTEONFOCUSLOSS "muteonfocusloss"
#define SER_BACKGROUNDGAMEPAD "backgroundgamepad"
#define SER_REVERSESCROLL "reversescroll"
#define SER_SWAPFACEBUTTONS "swapfacebuttons"
#define SER_CAPTURESYSKEYS "capturesyskeys"
#define SER_LANGUAGE "language"
#define CURRENT_DEFAULT_VER 1
StreamingPreferences::StreamingPreferences(QObject *parent)
: QObject(parent)
: QObject(parent),
m_QmlEngine(nullptr)
{
reload();
}
StreamingPreferences::StreamingPreferences(QQmlEngine *qmlEngine, QObject *parent)
: QObject(parent),
m_QmlEngine(qmlEngine)
{
reload();
}
@@ -60,12 +83,20 @@ void StreamingPreferences::reload()
enableMdns = settings.value(SER_MDNS, true).toBool();
quitAppAfter = settings.value(SER_QUITAPPAFTER, false).toBool();
absoluteMouseMode = settings.value(SER_ABSMOUSEMODE, false).toBool();
startWindowed = settings.value(SER_STARTWINDOWED, true).toBool();
absoluteTouchMode = settings.value(SER_ABSTOUCHMODE, true).toBool();
framePacing = settings.value(SER_FRAMEPACING, false).toBool();
connectionWarnings = settings.value(SER_CONNWARNINGS, true).toBool();
richPresence = settings.value(SER_RICHPRESENCE, true).toBool();
gamepadMouse = settings.value(SER_GAMEPADMOUSE, true).toBool();
detectNetworkBlocking = settings.value(SER_DETECTNETBLOCKING, true).toBool();
packetSize = settings.value(SER_PACKETSIZE, 0).toInt();
swapMouseButtons = settings.value(SER_SWAPMOUSEBUTTONS, false).toBool();
muteOnFocusLoss = settings.value(SER_MUTEONFOCUSLOSS, false).toBool();
backgroundGamepad = settings.value(SER_BACKGROUNDGAMEPAD, false).toBool();
reverseScrollDirection = settings.value(SER_REVERSESCROLL, false).toBool();
swapFaceButtons = settings.value(SER_SWAPFACEBUTTONS, false).toBool();
captureSysKeysMode = static_cast<CaptureSysKeysMode>(settings.value(SER_CAPTURESYSKEYS,
static_cast<int>(CaptureSysKeysMode::CSK_OFF)).toInt());
audioConfig = static_cast<AudioConfig>(settings.value(SER_AUDIOCFG,
static_cast<int>(AudioConfig::AC_STEREO)).toInt());
videoCodecConfig = static_cast<VideoCodecConfig>(settings.value(SER_VIDEOCFG,
@@ -76,6 +107,12 @@ void StreamingPreferences::reload()
// Try to load from the old preference value too
static_cast<int>(settings.value(SER_FULLSCREEN, true).toBool() ?
recommendedFullScreenMode : WindowMode::WM_WINDOWED)).toInt());
uiDisplayMode = static_cast<UIDisplayMode>(settings.value(SER_UIDISPLAYMODE,
static_cast<int>(settings.value(SER_STARTWINDOWED, true).toBool() ? UIDisplayMode::UI_WINDOWED
: UIDisplayMode::UI_MAXIMIZED)).toInt());
language = static_cast<Language>(settings.value(SER_LANGUAGE,
static_cast<int>(Language::LANG_AUTO)).toInt());
// Perform default settings updates as required based on last default version
if (defaultVer == 0) {
@@ -88,6 +125,82 @@ void StreamingPreferences::reload()
}
}
bool StreamingPreferences::retranslate()
{
static QTranslator* translator = nullptr;
#if QT_VERSION < QT_VERSION_CHECK(5, 10, 0)
if (m_QmlEngine != nullptr) {
// Dynamic retranslation is not supported until Qt 5.10
return false;
}
#endif
QTranslator* newTranslator = new QTranslator();
QString languageSuffix = getSuffixFromLanguage(language);
// Remove the old translator, even if we can't load a new one.
// Otherwise we'll be stuck with the old translated values instead
// of defaulting to English.
if (translator != nullptr) {
QCoreApplication::removeTranslator(translator);
delete translator;
translator = nullptr;
}
if (newTranslator->load(QString(":/languages/qml_") + languageSuffix)) {
qInfo() << "Successfully loaded translation for " << languageSuffix;
translator = newTranslator;
QCoreApplication::installTranslator(translator);
}
else {
qInfo() << "No translation available for " << languageSuffix;
delete newTranslator;
}
if (m_QmlEngine != nullptr) {
#if QT_VERSION >= QT_VERSION_CHECK(5, 10, 0)
// This is a dynamic retranslation from the settings page.
// We have to kick the QML engine into reloading our text.
m_QmlEngine->retranslate();
#else
// Unreachable below Qt 5.10 due to the check above
Q_ASSERT(false);
#endif
}
else {
// This is a translation from a non-QML context, which means
// it is probably app startup. There's nothing to refresh.
}
return true;
}
QString StreamingPreferences::getSuffixFromLanguage(StreamingPreferences::Language lang)
{
switch (lang)
{
case LANG_DE:
return "de";
case LANG_EN:
return "en";
case LANG_FR:
return "fr";
case LANG_ZH_CN:
return "zh_cn";
case LANG_NB_NO:
return "nb_NO";
case LANG_RU:
return "ru";
case LANG_ES:
return "es";
case LANG_AUTO:
default:
return QLocale::system().name();
}
}
void StreamingPreferences::save()
{
QSettings settings;
@@ -104,17 +217,26 @@ void StreamingPreferences::save()
settings.setValue(SER_MDNS, enableMdns);
settings.setValue(SER_QUITAPPAFTER, quitAppAfter);
settings.setValue(SER_ABSMOUSEMODE, absoluteMouseMode);
settings.setValue(SER_STARTWINDOWED, startWindowed);
settings.setValue(SER_ABSTOUCHMODE, absoluteTouchMode);
settings.setValue(SER_FRAMEPACING, framePacing);
settings.setValue(SER_CONNWARNINGS, connectionWarnings);
settings.setValue(SER_RICHPRESENCE, richPresence);
settings.setValue(SER_GAMEPADMOUSE, gamepadMouse);
settings.setValue(SER_PACKETSIZE, packetSize);
settings.setValue(SER_DETECTNETBLOCKING, detectNetworkBlocking);
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));
settings.setValue(SER_UIDISPLAYMODE, static_cast<int>(uiDisplayMode));
settings.setValue(SER_LANGUAGE, static_cast<int>(language));
settings.setValue(SER_DEFAULTVER, CURRENT_DEFAULT_VER);
settings.setValue(SER_SWAPMOUSEBUTTONS, swapMouseButtons);
settings.setValue(SER_MUTEONFOCUSLOSS, muteOnFocusLoss);
settings.setValue(SER_BACKGROUNDGAMEPAD, backgroundGamepad);
settings.setValue(SER_REVERSESCROLL, reverseScrollDirection);
settings.setValue(SER_SWAPFACEBUTTONS, swapFaceButtons);
settings.setValue(SER_CAPTURESYSKEYS, captureSysKeysMode);
}
int StreamingPreferences::getDefaultBitrate(int width, int height, int fps)
@@ -124,8 +246,14 @@ int StreamingPreferences::getDefaultBitrate(int width, int height, int fps)
// we don't want to bump those 16:10 resolutions up to the
// next 16:9 slot.
if (width * height <= 640 * 360) {
return static_cast<int>(1000 * (fps / 30.0));
}
else if (width * height <= 854 * 480) {
return static_cast<int>(1500 * (fps / 30.0));
}
// This covers 1280x720 and 1280x800 too
if (width * height <= 1366 * 768) {
else if (width * height <= 1366 * 768) {
return static_cast<int>(5000 * (fps / 30.0));
}
else if (width * height <= 1920 * 1200) {
+71 -3
View File
@@ -2,6 +2,7 @@
#include <QObject>
#include <QRect>
#include <QQmlEngine>
class StreamingPreferences : public QObject
{
@@ -9,6 +10,7 @@ class StreamingPreferences : public QObject
public:
StreamingPreferences(QObject *parent = nullptr);
StreamingPreferences(QQmlEngine *qmlEngine, QObject *parent = nullptr);
Q_INVOKABLE static int
getDefaultBitrate(int width, int height, int fps);
@@ -50,6 +52,38 @@ public:
};
Q_ENUM(WindowMode)
enum UIDisplayMode
{
UI_WINDOWED,
UI_MAXIMIZED,
UI_FULLSCREEN
};
Q_ENUM(UIDisplayMode)
// New entries must go at the end of the enum
// to avoid renumbering existing entries (which
// would affect existing user preferences).
enum Language
{
LANG_AUTO,
LANG_EN,
LANG_FR,
LANG_ZH_CN,
LANG_DE,
LANG_NB_NO,
LANG_RU,
LANG_ES
};
Q_ENUM(Language);
enum CaptureSysKeysMode
{
CSK_OFF,
CSK_FULLSCREEN,
CSK_ALWAYS,
};
Q_ENUM(CaptureSysKeysMode);
Q_PROPERTY(int width MEMBER width NOTIFY displayModeChanged)
Q_PROPERTY(int height MEMBER height NOTIFY displayModeChanged)
Q_PROPERTY(int fps MEMBER fps NOTIFY displayModeChanged)
@@ -62,16 +96,27 @@ public:
Q_PROPERTY(bool enableMdns MEMBER enableMdns NOTIFY enableMdnsChanged)
Q_PROPERTY(bool quitAppAfter MEMBER quitAppAfter NOTIFY quitAppAfterChanged)
Q_PROPERTY(bool absoluteMouseMode MEMBER absoluteMouseMode NOTIFY absoluteMouseModeChanged)
Q_PROPERTY(bool startWindowed MEMBER startWindowed NOTIFY startWindowedChanged)
Q_PROPERTY(bool absoluteTouchMode MEMBER absoluteTouchMode NOTIFY absoluteTouchModeChanged)
Q_PROPERTY(bool framePacing MEMBER framePacing NOTIFY framePacingChanged)
Q_PROPERTY(bool connectionWarnings MEMBER connectionWarnings NOTIFY connectionWarningsChanged)
Q_PROPERTY(bool richPresence MEMBER richPresence NOTIFY richPresenceChanged)
Q_PROPERTY(bool gamepadMouse MEMBER gamepadMouse NOTIFY gamepadMouseChanged)
Q_PROPERTY(bool detectNetworkBlocking MEMBER detectNetworkBlocking NOTIFY detectNetworkBlockingChanged);
Q_PROPERTY(AudioConfig audioConfig MEMBER audioConfig NOTIFY audioConfigChanged)
Q_PROPERTY(VideoCodecConfig videoCodecConfig MEMBER videoCodecConfig NOTIFY videoCodecConfigChanged)
Q_PROPERTY(VideoDecoderSelection videoDecoderSelection MEMBER videoDecoderSelection NOTIFY videoDecoderSelectionChanged)
Q_PROPERTY(WindowMode windowMode MEMBER windowMode NOTIFY windowModeChanged)
Q_PROPERTY(WindowMode recommendedFullScreenMode MEMBER recommendedFullScreenMode CONSTANT)
Q_PROPERTY(UIDisplayMode uiDisplayMode MEMBER uiDisplayMode NOTIFY uiDisplayModeChanged)
Q_PROPERTY(bool swapMouseButtons MEMBER swapMouseButtons NOTIFY mouseButtonsChanged)
Q_PROPERTY(bool muteOnFocusLoss MEMBER muteOnFocusLoss NOTIFY muteOnFocusLossChanged)
Q_PROPERTY(bool backgroundGamepad MEMBER backgroundGamepad NOTIFY backgroundGamepadChanged)
Q_PROPERTY(bool reverseScrollDirection MEMBER reverseScrollDirection NOTIFY reverseScrollDirectionChanged)
Q_PROPERTY(bool swapFaceButtons MEMBER swapFaceButtons NOTIFY swapFaceButtonsChanged)
Q_PROPERTY(CaptureSysKeysMode captureSysKeysMode MEMBER captureSysKeysMode NOTIFY captureSysKeysModeChanged)
Q_PROPERTY(Language language MEMBER language NOTIFY languageChanged);
Q_INVOKABLE bool retranslate();
// Directly accessible members for preferences
int width;
@@ -86,17 +131,26 @@ public:
bool enableMdns;
bool quitAppAfter;
bool absoluteMouseMode;
bool startWindowed;
bool absoluteTouchMode;
bool framePacing;
bool connectionWarnings;
bool richPresence;
bool gamepadMouse;
bool detectNetworkBlocking;
bool swapMouseButtons;
bool muteOnFocusLoss;
bool backgroundGamepad;
bool reverseScrollDirection;
bool swapFaceButtons;
int packetSize;
AudioConfig audioConfig;
VideoCodecConfig videoCodecConfig;
VideoDecoderSelection videoDecoderSelection;
WindowMode windowMode;
WindowMode recommendedFullScreenMode;
UIDisplayMode uiDisplayMode;
Language language;
CaptureSysKeysMode captureSysKeysMode;
signals:
void displayModeChanged();
@@ -109,14 +163,28 @@ signals:
void enableMdnsChanged();
void quitAppAfterChanged();
void absoluteMouseModeChanged();
void absoluteTouchModeChanged();
void audioConfigChanged();
void videoCodecConfigChanged();
void videoDecoderSelectionChanged();
void uiDisplayModeChanged();
void windowModeChanged();
void startWindowedChanged();
void framePacingChanged();
void connectionWarningsChanged();
void richPresenceChanged();
void gamepadMouseChanged();
void detectNetworkBlockingChanged();
void mouseButtonsChanged();
void muteOnFocusLossChanged();
void backgroundGamepadChanged();
void reverseScrollDirectionChanged();
void swapFaceButtonsChanged();
void captureSysKeysModeChanged();
void languageChanged();
private:
QString getSuffixFromLanguage(Language lang);
QQmlEngine* m_QmlEngine;
};
+21
View File
@@ -0,0 +1,21 @@
#version 300 es
#extension GL_OES_EGL_image_external : require
precision mediump float;
out vec4 FragColor;
in vec2 vTextCoord;
uniform mat3 yuvmat;
uniform vec3 offset;
uniform samplerExternalOES plane1;
uniform samplerExternalOES plane2;
void main() {
vec3 YCbCr = vec3(
texture2D(plane1, vTextCoord)[0],
texture2D(plane2, vTextCoord).xy
);
YCbCr -= offset;
FragColor = vec4(clamp(yuvmat * YCbCr, 0.0, 1.0), 1.0f);
}
+10
View File
@@ -0,0 +1,10 @@
#version 300 es
layout (location = 0) in vec2 aPosition; // 2D: X,Y
layout (location = 1) in vec2 aTexCoord;
out vec2 vTextCoord;
void main() {
vTextCoord = aTexCoord;
gl_Position = vec4(aPosition, 0, 1);
}
+12
View File
@@ -0,0 +1,12 @@
#version 300 es
#extension GL_OES_EGL_image_external : require
precision mediump float;
out vec4 FragColor;
in vec2 vTextCoord;
uniform samplerExternalOES uTexture;
void main() {
FragColor = texture2D(uTexture, vTextCoord);
}
+10
View File
@@ -0,0 +1,10 @@
#version 300 es
layout (location = 0) in vec2 aPosition; // 2D: X,Y
layout (location = 1) in vec2 aTexCoord;
out vec2 vTextCoord;
void main() {
vTextCoord = aTexCoord;
gl_Position = vec4(aPosition, 0, 1);
}
+11
View File
@@ -0,0 +1,11 @@
precision mediump float;
uniform sampler2D uTexture;
varying vec2 vTexCoord;
void main() {
vec4 abgr = texture2D(uTexture, vTexCoord);
gl_FragColor = abgr;
gl_FragColor.r = abgr.b;
gl_FragColor.b = abgr.r;
}
+8
View File
@@ -0,0 +1,8 @@
attribute vec2 aPosition; // 2D: X,Y
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main() {
vTexCoord = aTexCoord;
gl_Position = vec4(aPosition, 0, 1);
}
+5
View File
@@ -197,6 +197,11 @@ void Session::arDecodeAndPlaySample(char* sampleData, int sampleLength)
s_ActiveSession->m_AudioSampleCount++;
// If audio is muted, don't decode or play the audio
if (s_ActiveSession->m_AudioMuted) {
return;
}
if (s_ActiveSession->m_AudioRenderer != nullptr) {
int desiredSize = sizeof(short) * s_ActiveSession->m_AudioConfig.samplesPerFrame * s_ActiveSession->m_AudioConfig.channelCount;
void* buffer = s_ActiveSession->m_AudioRenderer->getAudioBuffer(&desiredSize);
-96
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@@ -1,96 +0,0 @@
#include "qtaud.h"
#include <QDebug>
QtAudioRenderer::QtAudioRenderer()
: m_AudioOutput(nullptr),
m_OutputDevice(nullptr)
{
}
QtAudioRenderer::~QtAudioRenderer()
{
delete m_AudioOutput;
}
bool QtAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
{
QAudioFormat format;
// testAudio() assumes this sample rate
Q_ASSERT(opusConfig->sampleRate == 48000);
format.setSampleRate(opusConfig->sampleRate);
format.setChannelCount(opusConfig->channelCount);
format.setSampleSize(16);
format.setSampleType(QAudioFormat::SignedInt);
format.setCodec("audio/pcm");
m_AudioOutput = new QAudioOutput(format);
// Buffer 40 ms of audio data
m_AudioOutput->setBufferSize(format.bytesForDuration(40000));
m_OutputDevice = m_AudioOutput->start();
if (m_OutputDevice == nullptr) {
qWarning() << "Audio start failed:" << m_AudioOutput->error();
return false;
}
// Check what buffer size was really used after starting
qInfo() << "Audio stream buffer:" << m_AudioOutput->bufferSize() << "bytes";
return true;
}
void QtAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
{
m_OutputDevice->write((const char *)audioBuffer, audioSize);
}
bool QtAudioRenderer::testAudio(int audioConfiguration)
{
QAudioFormat format;
format.setSampleRate(48000);
format.setSampleSize(16);
format.setSampleType(QAudioFormat::SignedInt);
format.setCodec("audio/pcm");
switch (audioConfiguration) {
case AUDIO_CONFIGURATION_STEREO:
format.setChannelCount(2);
break;
case AUDIO_CONFIGURATION_51_SURROUND:
format.setChannelCount(6);
break;
default:
Q_ASSERT(false);
return false;
}
if (QAudioDeviceInfo::defaultOutputDevice().isFormatSupported(format)) {
qInfo() << "Audio test successful with" << format.channelCount() << "channels";
return true;
}
else {
qWarning() << "Audio test failed with" << format.channelCount() << "channels";
return false;
}
}
int QtAudioRenderer::detectAudioConfiguration()
{
int preferredChannelCount = QAudioDeviceInfo::defaultOutputDevice().preferredFormat().channelCount();
qInfo() << "Audio output device prefers" << preferredChannelCount << "channel configuration";
// 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;
}
}
-24
View File
@@ -1,24 +0,0 @@
#pragma once
#include "renderer.h"
#include <QAudioOutput>
class QtAudioRenderer : public IAudioRenderer
{
public:
QtAudioRenderer();
virtual ~QtAudioRenderer();
virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
virtual void submitAudio(short* audioBuffer, int audioSize);
virtual bool testAudio(int audioConfiguration);
virtual int detectAudioConfiguration();
private:
QAudioOutput* m_AudioOutput;
QIODevice* m_OutputDevice;
};
+2 -33
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@@ -3,43 +3,12 @@
#include <Limelight.h>
#include <SDL.h>
#include <QtGlobal>
#include <QFile>
#include <QTextStream>
SdlAudioRenderer::SdlAudioRenderer()
: m_AudioDevice(0),
m_AudioBuffer(nullptr)
{
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
#ifdef HAVE_MMAL
// HACK: PulseAudio on Raspberry Pi suffers from horrible underruns,
// so switch to ALSA if we detect that we're on a Pi. We need to
// actually set a bogus PULSE_SERVER so it doesn't try to get smart on us
// and find PA anyway. SDL_AUDIODRIVER=pulseaudio can override this logic.
if (qgetenv("SDL_AUDIODRIVER").toLower() != "pulseaudio") {
QFile file("/proc/cpuinfo");
if (file.open(QIODevice::ReadOnly | QFile::Text)) {
QTextStream textStream(&file);
if (textStream.readAll().contains("Raspberry Pi")) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Avoiding PulseAudio on Raspberry Pi");
qputenv("PULSE_SERVER", "");
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"ALSA failed; falling back to default");
qunsetenv("PULSE_SERVER");
}
else {
SDL_QuitSubSystem(SDL_INIT_AUDIO);
}
}
}
}
#endif
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_AUDIO) failed: %s",
@@ -73,7 +42,7 @@ bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION*
return false;
}
m_AudioBuffer = malloc(m_FrameSize);
m_AudioBuffer = SDL_malloc(m_FrameSize);
if (m_AudioBuffer == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to allocate audio buffer");
@@ -105,7 +74,7 @@ SdlAudioRenderer::~SdlAudioRenderer()
}
if (m_AudioBuffer != nullptr) {
free(m_AudioBuffer);
SDL_free(m_AudioBuffer);
}
SDL_QuitSubSystem(SDL_INIT_AUDIO);
File diff suppressed because it is too large Load Diff
-114
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@@ -1,114 +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;
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_Haptic* haptic;
int hapticMethod;
int hapticEffectId;
#endif
SDL_TimerID mouseEmulationTimer;
uint32_t lastStartDownTime;
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_Window* window, 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_Window* window, SDL_TouchFingerEvent* event);
int getAttachedGamepadMask();
void raiseAllKeys();
void notifyFocusGained(SDL_Window* window);
void notifyFocusLost(SDL_Window* window);
bool isCaptureActive();
void setCaptureActive(bool active);
static
QString getUnmappedGamepads();
private:
GamepadState*
findStateForGamepad(SDL_JoystickID id);
void sendGamepadState(GamepadState* state);
static
Uint32 longPressTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
bool m_MultiController;
bool m_GamepadMouse;
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;
bool m_FakeCaptureActive;
SDL_TouchFingerEvent m_LastTouchDownEvent;
SDL_TouchFingerEvent m_LastTouchUpEvent;
SDL_TimerID m_LongPressTimer;
int m_StreamWidth;
int m_StreamHeight;
bool m_AbsoluteMouseMode;
static const int k_ButtonMap[];
};
+107
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@@ -0,0 +1,107 @@
#include "input.h"
#include <Limelight.h>
#include <SDL.h>
#include "streaming/streamutils.h"
#include <QtMath>
// How long the fingers must be stationary to start a right click
#define LONG_PRESS_ACTIVATION_DELAY 650
// How far the finger can move before it cancels a right click
#define LONG_PRESS_ACTIVATION_DELTA 0.01f
// How long the double tap deadzone stays in effect between touch up and touch down
#define DOUBLE_TAP_DEAD_ZONE_DELAY 250
// How far the finger can move before it can override the double tap deadzone
#define DOUBLE_TAP_DEAD_ZONE_DELTA 0.025f
Uint32 SdlInputHandler::longPressTimerCallback(Uint32, void*)
{
// Raise the left click and start a right click
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
return 0;
}
void SdlInputHandler::handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
{
// 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.
// Ignore touch down events with more than one finger
if (event->type == SDL_FINGERDOWN && SDL_GetNumTouchFingers(event->touchId) > 1) {
return;
}
// Ignore touch move and touch up events from the non-primary finger
if (event->type != SDL_FINGERDOWN && event->fingerId != m_LastTouchDownEvent.fingerId) {
return;
}
SDL_Rect src, dst;
int windowWidth, windowHeight;
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = windowWidth;
dst.h = windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
if (qSqrt(qPow(event->x - m_LastTouchDownEvent.x, 2) + qPow(event->y - m_LastTouchDownEvent.y, 2)) > LONG_PRESS_ACTIVATION_DELTA) {
// Moved too far since touch down. Cancel the long press timer.
SDL_RemoveTimer(m_LongPressTimer);
m_LongPressTimer = 0;
}
// Don't reposition for finger down events within the deadzone. This makes double-clicking easier.
if (event->type != SDL_FINGERDOWN ||
event->timestamp - m_LastTouchUpEvent.timestamp > DOUBLE_TAP_DEAD_ZONE_DELAY ||
qSqrt(qPow(event->x - m_LastTouchUpEvent.x, 2) + qPow(event->y - m_LastTouchUpEvent.y, 2)) > DOUBLE_TAP_DEAD_ZONE_DELTA) {
// Scale window-relative events to be video-relative and clamp to video region
short x = qMin(qMax((int)(event->x * windowWidth), dst.x), dst.x + dst.w);
short y = qMin(qMax((int)(event->y * windowHeight), dst.y), dst.y + dst.h);
// Update the cursor position relative to the video region
LiSendMousePositionEvent(x - dst.x, y - dst.y, dst.w, dst.h);
}
if (event->type == SDL_FINGERDOWN) {
m_LastTouchDownEvent = *event;
// Start/restart the long press timer
SDL_RemoveTimer(m_LongPressTimer);
m_LongPressTimer = SDL_AddTimer(LONG_PRESS_ACTIVATION_DELAY,
longPressTimerCallback,
nullptr);
// Left button down on finger down
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
}
else if (event->type == SDL_FINGERUP) {
m_LastTouchUpEvent = *event;
// Cancel the long press timer
SDL_RemoveTimer(m_LongPressTimer);
m_LongPressTimer = 0;
// Left button up on finger up
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
// Raise right button too in case we triggered a long press gesture
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
}
}
+190
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@@ -0,0 +1,190 @@
#include "input.h"
#include <QString>
int SdlInputHandler::clipboardThreadProc(void *ptr)
{
auto me = (SdlInputHandler*)ptr;
while (!SDL_AtomicGet(&me->m_ShutdownClipboardThread)) {
QString clipboardData;
SDL_LockMutex(me->m_ClipboardLock);
for (;;) {
clipboardData = me->m_ClipboardData;
me->m_ClipboardData.clear();
if (!clipboardData.isEmpty() || SDL_AtomicGet(&me->m_ShutdownClipboardThread)) {
break;
}
SDL_CondWait(me->m_ClipboardHasData, me->m_ClipboardLock);
}
SDL_UnlockMutex(me->m_ClipboardLock);
// We might get here on shutdown, so don't send text if there's
// nothing to send.
if (!clipboardData.isEmpty()) {
me->sendText(clipboardData);
}
}
return 0;
}
#define MAP_KEY(c, sc) \
case c: \
event.key.keysym.scancode = sc; \
break
#define MAP_KEY_SHIFT(c, sc) \
case c: \
event.key.keysym.scancode = sc; \
event.key.keysym.mod = KMOD_SHIFT; \
break
void SdlInputHandler::sendText(QString& string)
{
for (int i = 0; i < string.size(); i++) {
char16_t c = string[i].unicode();
SDL_Event event = {};
// If we're sending a very long string, we might get a termination request
// while we're in the middle of sending a string. In that case, just bail.
if (SDL_AtomicGet(&m_ShutdownClipboardThread)) {
return;
}
if (c >= 'A' && c <= 'Z') {
event.key.keysym.scancode = (SDL_Scancode)((c - 'A') + SDL_SCANCODE_A);
event.key.keysym.mod = KMOD_SHIFT;
}
else if (c >= 'a' && c <= 'z') {
event.key.keysym.scancode = (SDL_Scancode)((c - 'a') + SDL_SCANCODE_A);
}
else if (c >= '1' && c <= '9') {
event.key.keysym.scancode = (SDL_Scancode)((c - '1') + SDL_SCANCODE_1);
}
else {
// Fixup some Unicode characters to be expressible in ASCII
switch (c) {
case u'\U0000201C': // Left "
case u'\U0000201D': // Right "
c = '"';
break;
case u'\U00002018': // Left '
case u'\U00002019': // Right '
c = '\'';
break;
case u'\U00002013': // Smart -
c = '-';
break;
case u'\U00002026': // Ellipsis (...)
// Convert this character into 3 periods
string.insert(i+1, '.');
string.insert(i+1, '.');
c = '.';
break;
case u'\U000000A0': // Non-breaking space
c = ' ';
break;
default:
// Nothing
break;
}
switch (c) {
// Handle CRLF separately to avoid duplicate newlines
case '\r':
if (string[i + 1] == '\n') {
i++;
}
event.key.keysym.scancode = SDL_SCANCODE_RETURN;
break;
MAP_KEY('\b', SDL_SCANCODE_BACKSPACE);
MAP_KEY('\n', SDL_SCANCODE_RETURN);
MAP_KEY('\t', SDL_SCANCODE_TAB);
MAP_KEY(' ', SDL_SCANCODE_SPACE);
MAP_KEY_SHIFT('!', SDL_SCANCODE_1);
MAP_KEY_SHIFT('"', SDL_SCANCODE_APOSTROPHE);
MAP_KEY_SHIFT('#', SDL_SCANCODE_3);
MAP_KEY_SHIFT('$', SDL_SCANCODE_4);
MAP_KEY_SHIFT('%', SDL_SCANCODE_5);
MAP_KEY_SHIFT('&', SDL_SCANCODE_7);
MAP_KEY('\'', SDL_SCANCODE_APOSTROPHE);
MAP_KEY_SHIFT('(', SDL_SCANCODE_9);
MAP_KEY_SHIFT(')', SDL_SCANCODE_0);
MAP_KEY_SHIFT('*', SDL_SCANCODE_8);
MAP_KEY_SHIFT('+', SDL_SCANCODE_EQUALS);
MAP_KEY(',', SDL_SCANCODE_COMMA);
MAP_KEY('-', SDL_SCANCODE_MINUS);
MAP_KEY('.', SDL_SCANCODE_PERIOD);
MAP_KEY('/', SDL_SCANCODE_SLASH);
MAP_KEY('0', SDL_SCANCODE_0);
MAP_KEY_SHIFT(':', SDL_SCANCODE_SEMICOLON);
MAP_KEY(';', SDL_SCANCODE_SEMICOLON);
MAP_KEY_SHIFT('<', SDL_SCANCODE_COMMA);
MAP_KEY('=', SDL_SCANCODE_EQUALS);
MAP_KEY_SHIFT('>', SDL_SCANCODE_PERIOD);
MAP_KEY_SHIFT('?', SDL_SCANCODE_SLASH);
MAP_KEY_SHIFT('@', SDL_SCANCODE_2);
MAP_KEY('[', SDL_SCANCODE_LEFTBRACKET);
MAP_KEY('\\', SDL_SCANCODE_BACKSLASH);
MAP_KEY(']', SDL_SCANCODE_RIGHTBRACKET);
MAP_KEY_SHIFT('^', SDL_SCANCODE_6);
MAP_KEY_SHIFT('_', SDL_SCANCODE_MINUS);
MAP_KEY('`', SDL_SCANCODE_GRAVE);
MAP_KEY_SHIFT('{', SDL_SCANCODE_LEFTBRACKET);
MAP_KEY_SHIFT('|', SDL_SCANCODE_BACKSLASH);
MAP_KEY_SHIFT('}', SDL_SCANCODE_RIGHTBRACKET);
MAP_KEY_SHIFT('~', SDL_SCANCODE_GRAVE);
default:
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Pasting text - non-ASCII character value 'U+%x' ignored",
c);
continue;
}
}
if (event.key.keysym.mod & KMOD_SHIFT) {
SDL_Event modifierEvent = {};
modifierEvent.type = SDL_KEYDOWN;
modifierEvent.key.state = SDL_PRESSED;
modifierEvent.key.keysym.scancode = SDL_SCANCODE_LSHIFT;
handleKeyEvent(&modifierEvent.key);
SDL_Delay(10);
}
event.type = SDL_KEYDOWN;
event.key.state = SDL_PRESSED;
handleKeyEvent(&event.key);
SDL_Delay(10);
event.type = SDL_KEYUP;
event.key.state = SDL_RELEASED;
handleKeyEvent(&event.key);
if (event.key.keysym.mod & KMOD_SHIFT) {
SDL_Event modifierEvent = {};
modifierEvent.type = SDL_KEYUP;
modifierEvent.key.state = SDL_RELEASED;
modifierEvent.key.keysym.scancode = SDL_SCANCODE_LSHIFT;
handleKeyEvent(&modifierEvent.key);
SDL_Delay(10);
}
}
}
+627
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@@ -0,0 +1,627 @@
#include "streaming/session.h"
#include <Limelight.h>
#include <SDL.h>
#include "settings/mappingmanager.h"
#include <QtMath>
// How long the Start button must be pressed to toggle mouse emulation
#define MOUSE_EMULATION_LONG_PRESS_TIME 750
// How long between polling the gamepad to send virtual mouse input
#define MOUSE_EMULATION_POLLING_INTERVAL 50
// Determines how fast the mouse will move each interval
#define MOUSE_EMULATION_MOTION_MULTIPLIER 4
// Determines the maximum motion amount before allowing movement
#define MOUSE_EMULATION_DEADZONE 2
// Haptic capabilities (in addition to those from SDL_HapticQuery())
#define ML_HAPTIC_GC_RUMBLE (1U << 16)
#define ML_HAPTIC_SIMPLE_RUMBLE (1U << 17)
const int SdlInputHandler::k_ButtonMap[] = {
A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
LS_CLK_FLAG, RS_CLK_FLAG,
LB_FLAG, RB_FLAG,
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
};
GamepadState*
SdlInputHandler::findStateForGamepad(SDL_JoystickID id)
{
int i;
for (i = 0; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].jsId == id) {
SDL_assert(!m_MultiController || m_GamepadState[i].index == i);
return &m_GamepadState[i];
}
}
// This should only happen with > 4 gamepads
SDL_assert(SDL_NumJoysticks() > 4);
return nullptr;
}
void SdlInputHandler::sendGamepadState(GamepadState* state)
{
SDL_assert(m_GamepadMask == 0x1 || m_MultiController);
LiSendMultiControllerEvent(state->index,
m_GamepadMask,
state->buttons,
state->lt,
state->rt,
state->lsX,
state->lsY,
state->rsX,
state->rsY);
}
Uint32 SdlInputHandler::mouseEmulationTimerCallback(Uint32 interval, void *param)
{
auto gamepad = reinterpret_cast<GamepadState*>(param);
short rawX;
short rawY;
// Determine which analog stick is currently receiving the strongest input
if ((uint32_t)qAbs(gamepad->lsX) + qAbs(gamepad->lsY) > (uint32_t)qAbs(gamepad->rsX) + qAbs(gamepad->rsY)) {
rawX = gamepad->lsX;
rawY = -gamepad->lsY;
}
else {
rawX = gamepad->rsX;
rawY = -gamepad->rsY;
}
float deltaX;
float deltaY;
// Produce a base vector for mouse movement with increased speed as we deviate further from center
deltaX = qPow(rawX / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
deltaY = qPow(rawY / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
// Enforce deadzones
deltaX = qAbs(deltaX) > MOUSE_EMULATION_DEADZONE ? deltaX - MOUSE_EMULATION_DEADZONE : 0;
deltaY = qAbs(deltaY) > MOUSE_EMULATION_DEADZONE ? deltaY - MOUSE_EMULATION_DEADZONE : 0;
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent((short)deltaX, (short)deltaY);
}
return interval;
}
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
{
SDL_JoystickID gameControllerId = event->which;
GamepadState* state = findStateForGamepad(gameControllerId);
if (state == NULL) {
return;
}
// Batch all pending axis motion events for this gamepad to save CPU time
SDL_Event nextEvent;
for (;;) {
switch (event->axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
state->lsX = event->value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
// Signed values have one more negative value than
// positive value, so inverting the sign on -32768
// could actually cause the value to overflow and
// wrap around to be negative again. Avoid that by
// capping the value at 32767.
state->lsY = -qMax(event->value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
state->rsX = event->value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
state->rsY = -qMax(event->value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
state->lt = (unsigned char)(event->value * 255UL / 32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
state->rt = (unsigned char)(event->value * 255UL / 32767);
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled controller axis: %d",
event->axis);
return;
}
// Check for another event to batch with
if (SDL_PeepEvents(&nextEvent, 1, SDL_PEEKEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION) <= 0) {
break;
}
event = &nextEvent.caxis;
if (event->which != gameControllerId) {
// Stop batching if a different gamepad interrupts us
break;
}
// Remove the next event to batch
SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION);
}
// Only send the gamepad state to the host if it's not in mouse emulation mode
if (state->mouseEmulationTimer == 0) {
sendGamepadState(state);
}
}
void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
{
GamepadState* state = findStateForGamepad(event->which);
if (state == NULL) {
return;
}
if (m_SwapFaceButtons) {
switch (event->button) {
case SDL_CONTROLLER_BUTTON_A:
event->button = SDL_CONTROLLER_BUTTON_B;
break;
case SDL_CONTROLLER_BUTTON_B:
event->button = SDL_CONTROLLER_BUTTON_A;
break;
case SDL_CONTROLLER_BUTTON_X:
event->button = SDL_CONTROLLER_BUTTON_Y;
break;
case SDL_CONTROLLER_BUTTON_Y:
event->button = SDL_CONTROLLER_BUTTON_X;
break;
}
}
if (event->state == SDL_PRESSED) {
state->buttons |= k_ButtonMap[event->button];
if (event->button == SDL_CONTROLLER_BUTTON_START) {
state->lastStartDownTime = SDL_GetTicks();
}
else if (state->mouseEmulationTimer != 0) {
if (event->button == SDL_CONTROLLER_BUTTON_A) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_MIDDLE);
}
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X2);
}
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_UP) {
LiSendScrollEvent(1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_DOWN) {
LiSendScrollEvent(-1);
}
}
}
else {
state->buttons &= ~k_ButtonMap[event->button];
if (event->button == SDL_CONTROLLER_BUTTON_START) {
if (SDL_GetTicks() - state->lastStartDownTime > MOUSE_EMULATION_LONG_PRESS_TIME) {
if (state->mouseEmulationTimer != 0) {
SDL_RemoveTimer(state->mouseEmulationTimer);
state->mouseEmulationTimer = 0;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Mouse emulation deactivated");
Session::get()->notifyMouseEmulationMode(false);
}
else if (m_GamepadMouse) {
// Send the start button up event to the host, since we won't do it below
sendGamepadState(state);
state->mouseEmulationTimer = SDL_AddTimer(MOUSE_EMULATION_POLLING_INTERVAL, SdlInputHandler::mouseEmulationTimerCallback, state);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Mouse emulation active");
Session::get()->notifyMouseEmulationMode(true);
}
}
}
else if (state->mouseEmulationTimer != 0) {
if (event->button == SDL_CONTROLLER_BUTTON_A) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_MIDDLE);
}
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
}
}
}
// 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 gamepad
LiSendMultiControllerEvent(state->index, m_GamepadMask,
0, 0, 0, 0, 0, 0, 0);
return;
}
// Handle Select+L1+R1+X as a gamepad overlay combo
if (state->buttons == (BACK_FLAG | LB_FLAG | RB_FLAG | X_FLAG)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle gamepad combo");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Clear buttons down on this gamepad
LiSendMultiControllerEvent(state->index, m_GamepadMask,
0, 0, 0, 0, 0, 0, 0);
return;
}
// Only send the gamepad state to the host if it's not in mouse emulation mode
if (state->mouseEmulationTimer == 0) {
sendGamepadState(state);
}
}
void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
{
GamepadState* state;
if (event->type == SDL_CONTROLLERDEVICEADDED) {
int i;
const char* name;
SDL_GameController* controller;
const char* mapping;
char guidStr[33];
uint32_t hapticCaps;
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++) {
SDL_assert(m_GamepadState[i].controller != controller);
if (m_GamepadState[i].controller == NULL) {
// Found an empty slot
break;
}
}
if (i == MAX_GAMEPADS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"No open gamepad slots found!");
SDL_GameControllerClose(controller);
return;
}
state = &m_GamepadState[i];
if (m_MultiController) {
state->index = i;
#if SDL_VERSION_ATLEAST(2, 0, 12)
// This will change indicators on the controller to show the assigned
// player index. For Xbox 360 controllers, that means updating the LED
// ring to light up the corresponding quadrant for this player.
SDL_GameControllerSetPlayerIndex(controller, state->index);
#endif
}
else {
// Always player 1 in single controller mode
state->index = 0;
}
state->controller = controller;
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
#if SDL_VERSION_ATLEAST(2, 0, 9)
// Perform a tiny rumble to see if haptics are supported.
// NB: We cannot use zeros for rumble intensity or SDL will not actually call the JS driver
// and we'll get a (potentially false) success value returned.
hapticCaps = SDL_GameControllerRumble(controller, 1, 1, 1) == 0 ?
ML_HAPTIC_GC_RUMBLE : 0;
#else
state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
state->hapticEffectId = -1;
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_NONE;
if (state->haptic != nullptr) {
// Query for supported haptic effects
hapticCaps = SDL_HapticQuery(state->haptic);
hapticCaps |= SDL_HapticRumbleSupported(state->haptic) ?
ML_HAPTIC_SIMPLE_RUMBLE : 0;
if ((SDL_HapticQuery(state->haptic) & SDL_HAPTIC_LEFTRIGHT) == 0) {
if (SDL_HapticRumbleSupported(state->haptic)) {
if (SDL_HapticRumbleInit(state->haptic) == 0) {
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE;
}
}
if (state->hapticMethod == GAMEPAD_HAPTIC_METHOD_NONE) {
SDL_HapticClose(state->haptic);
state->haptic = nullptr;
}
} else {
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_LEFTRIGHT;
}
}
else {
hapticCaps = 0;
}
#endif
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(state->controller)),
guidStr, sizeof(guidStr));
mapping = SDL_GameControllerMapping(state->controller);
name = SDL_GameControllerName(state->controller);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Gamepad %d (player %d) is: %s (haptic capabilities: 0x%x) (mapping: %s -> %s)",
i,
state->index,
name != nullptr ? name : "<null>",
hapticCaps,
guidStr,
mapping != nullptr ? mapping : "<null>");
if (mapping != nullptr) {
SDL_free((void*)mapping);
}
// Add this gamepad to the gamepad mask
if (m_MultiController) {
// NB: Don't assert that it's unset here because we will already
// have the mask set for initially attached gamepads to avoid confusing
// apps running on the host.
m_GamepadMask |= (1 << state->index);
}
else {
SDL_assert(m_GamepadMask == 0x1);
}
// Send an empty event to tell the PC we've arrived
sendGamepadState(state);
}
else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
state = findStateForGamepad(event->which);
if (state != NULL) {
if (state->mouseEmulationTimer != 0) {
Session::get()->notifyMouseEmulationMode(false);
SDL_RemoveTimer(state->mouseEmulationTimer);
}
SDL_GameControllerClose(state->controller);
#if !SDL_VERSION_ATLEAST(2, 0, 9)
if (state->haptic != nullptr) {
SDL_HapticClose(state->haptic);
}
#endif
// Remove this from the gamepad mask in MC-mode
if (m_MultiController) {
SDL_assert(m_GamepadMask & (1 << state->index));
m_GamepadMask &= ~(1 << state->index);
}
else {
SDL_assert(m_GamepadMask == 0x1);
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Gamepad %d is gone",
state->index);
// Send a final event to let the PC know this gamepad is gone
LiSendMultiControllerEvent(state->index, m_GamepadMask,
0, 0, 0, 0, 0, 0, 0);
// Clear all remaining state from this slot
SDL_memset(state, 0, sizeof(*state));
}
}
}
void SdlInputHandler::handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event)
{
SDL_assert(event->type == SDL_JOYDEVICEADDED);
if (!SDL_IsGameController(event->which)) {
char guidStr[33];
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(event->which),
guidStr, sizeof(guidStr));
const char* name = SDL_JoystickNameForIndex(event->which);
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Joystick discovered with no mapping: %s %s",
name ? name : "<UNKNOWN>",
guidStr);
SDL_Joystick* joy = SDL_JoystickOpen(event->which);
if (joy != nullptr) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
SDL_JoystickNumAxes(joy), SDL_JoystickNumButtons(joy),
SDL_JoystickNumHats(joy));
SDL_JoystickClose(joy);
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Unable to open joystick for query: %s",
SDL_GetError());
}
}
}
void SdlInputHandler::rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
{
// Make sure the controller number is within our supported count
if (controllerNumber >= MAX_GAMEPADS) {
return;
}
#if SDL_VERSION_ATLEAST(2, 0, 9)
if (m_GamepadState[controllerNumber].controller != nullptr) {
SDL_GameControllerRumble(m_GamepadState[controllerNumber].controller, lowFreqMotor, highFreqMotor, 30000);
}
#else
// Check if the controller supports haptics (and if the controller exists at all)
SDL_Haptic* haptic = m_GamepadState[controllerNumber].haptic;
if (haptic == nullptr) {
return;
}
// Stop the last effect we played
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
SDL_HapticDestroyEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId);
}
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
SDL_HapticRumbleStop(haptic);
}
// If this callback is telling us to stop both motors, don't bother queuing a new effect
if (lowFreqMotor == 0 && highFreqMotor == 0) {
return;
}
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
SDL_HapticEffect effect;
SDL_memset(&effect, 0, sizeof(effect));
effect.type = SDL_HAPTIC_LEFTRIGHT;
// The effect should last until we are instructed to stop or change it
effect.leftright.length = SDL_HAPTIC_INFINITY;
// SDL haptics range from 0-32767 but XInput uses 0-65535, so divide by 2 to correct for SDL's scaling
effect.leftright.large_magnitude = lowFreqMotor / 2;
effect.leftright.small_magnitude = highFreqMotor / 2;
// Play the new effect
m_GamepadState[controllerNumber].hapticEffectId = SDL_HapticNewEffect(haptic, &effect);
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
SDL_HapticRunEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId, 1);
}
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
SDL_HapticRumblePlay(haptic,
std::min(1.0, (GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT*highFreqMotor +
GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT*lowFreqMotor) / 65535.0),
SDL_HAPTIC_INFINITY);
}
#endif
}
QString SdlInputHandler::getUnmappedGamepads()
{
QString ret;
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
SDL_GetError());
}
MappingManager mappingManager;
mappingManager.applyMappings();
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (!SDL_IsGameController(i)) {
char guidStr[33];
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
guidStr, sizeof(guidStr));
const char* name = SDL_JoystickNameForIndex(i);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unmapped joystick: %s %s",
name ? name : "<UNKNOWN>",
guidStr);
SDL_Joystick* joy = SDL_JoystickOpen(i);
if (joy != nullptr) {
int numButtons = SDL_JoystickNumButtons(joy);
int numHats = SDL_JoystickNumHats(joy);
int numAxes = SDL_JoystickNumAxes(joy);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
numAxes, numButtons, numHats);
if ((numAxes >= 4 && numAxes <= 8) && numButtons >= 8 && numHats <= 1) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Joystick likely to be an unmapped game controller");
if (!ret.isEmpty()) {
ret += ", ";
}
ret += name;
}
SDL_JoystickClose(joy);
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Unable to open joystick for query: %s",
SDL_GetError());
}
}
}
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
return ret;
}
int SdlInputHandler::getAttachedGamepadMask()
{
int count;
int mask;
if (!m_MultiController) {
// Player 1 is always present in non-MC mode
return 0x1;
}
count = mask = 0;
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
mask |= (1 << count++);
}
}
return mask;
}
+544
View File
@@ -0,0 +1,544 @@
#include <Limelight.h>
#include <SDL.h>
#include "streaming/session.h"
#include "settings/mappingmanager.h"
#include "path.h"
#include "utils.h"
#include <QtGlobal>
#include <QDir>
#include <QGuiApplication>
#define MOUSE_POLLING_INTERVAL 5
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int streamWidth, int streamHeight)
: m_MultiController(prefs.multiController),
m_GamepadMouse(prefs.gamepadMouse),
m_SwapMouseButtons(prefs.swapMouseButtons),
m_ReverseScrollDirection(prefs.reverseScrollDirection),
m_SwapFaceButtons(prefs.swapFaceButtons),
m_MouseMoveTimer(0),
m_MousePositionLock(0),
m_MouseWasInVideoRegion(false),
m_PendingMouseButtonsAllUpOnVideoRegionLeave(false),
m_FakeCaptureActive(false),
m_CaptureSystemKeysMode(prefs.captureSysKeysMode),
m_MouseCursorCapturedVisibilityState(SDL_DISABLE),
m_LongPressTimer(0),
m_StreamWidth(streamWidth),
m_StreamHeight(streamHeight),
m_AbsoluteMouseMode(prefs.absoluteMouseMode),
m_AbsoluteTouchMode(prefs.absoluteTouchMode),
m_LeftButtonReleaseTimer(0),
m_RightButtonReleaseTimer(0),
m_DragTimer(0),
m_DragButton(0),
m_NumFingersDown(0),
m_ClipboardData()
{
// System keys are always captured when running without a DE
if (!WMUtils::isRunningDesktopEnvironment()) {
m_CaptureSystemKeysMode = StreamingPreferences::CSK_ALWAYS;
}
// Allow gamepad input when the app doesn't have focus if requested
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, prefs.backgroundGamepad ? "1" : "0");
// If absolute mouse mode is enabled, use relative mode warp (which
// 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_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
prefs.absoluteMouseMode ? "1" : "0",
SDL_HINT_OVERRIDE);
#if !SDL_VERSION_ATLEAST(2, 0, 15)
// For older versions of SDL (2.0.14 and earlier), use SDL_HINT_GRAB_KEYBOARD
SDL_SetHintWithPriority(SDL_HINT_GRAB_KEYBOARD,
m_CaptureSystemKeysMode != StreamingPreferences::CSK_OFF ? "1" : "0",
SDL_HINT_OVERRIDE);
#endif
// Opt-out of SDL's built-in Alt+Tab handling while keyboard grab is enabled
SDL_SetHint("SDL_ALLOW_ALT_TAB_WHILE_GRABBED", "0");
// Allow clicks to pass through to us when focusing the window. If we're in
// absolute mouse mode, this will avoid the user having to click twice to
// trigger a click on the host if the Moonlight window is not focused. In
// relative mode, the click event will trigger the mouse to be recaptured.
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
// Enabling extended input reports allows rumble to function on Bluetooth PS4/PS5
// controllers, but breaks DirectInput applications. We will enable it because
// it's likely that working rumble is what the user is expecting. If they don't
// want this behavior, they can override it with the environment variable.
SDL_SetHint("SDL_JOYSTICK_HIDAPI_PS4_RUMBLE", "1");
SDL_SetHint("SDL_JOYSTICK_HIDAPI_PS5_RUMBLE", "1");
// Populate special key combo configuration
m_SpecialKeyCombos[KeyComboQuit].keyCombo = KeyComboQuit;
m_SpecialKeyCombos[KeyComboQuit].keyCode = SDLK_q;
m_SpecialKeyCombos[KeyComboQuit].scanCode = SDL_SCANCODE_Q;
m_SpecialKeyCombos[KeyComboQuit].enabled = true;
m_SpecialKeyCombos[KeyComboUngrabInput].keyCombo = KeyComboUngrabInput;
m_SpecialKeyCombos[KeyComboUngrabInput].keyCode = SDLK_z;
m_SpecialKeyCombos[KeyComboUngrabInput].scanCode = SDL_SCANCODE_Z;
m_SpecialKeyCombos[KeyComboUngrabInput].enabled = QGuiApplication::platformName() != "eglfs";
m_SpecialKeyCombos[KeyComboToggleFullScreen].keyCombo = KeyComboToggleFullScreen;
m_SpecialKeyCombos[KeyComboToggleFullScreen].keyCode = SDLK_x;
m_SpecialKeyCombos[KeyComboToggleFullScreen].scanCode = SDL_SCANCODE_X;
m_SpecialKeyCombos[KeyComboToggleFullScreen].enabled = QGuiApplication::platformName() != "eglfs";
m_SpecialKeyCombos[KeyComboToggleStatsOverlay].keyCombo = KeyComboToggleStatsOverlay;
m_SpecialKeyCombos[KeyComboToggleStatsOverlay].keyCode = SDLK_s;
m_SpecialKeyCombos[KeyComboToggleStatsOverlay].scanCode = SDL_SCANCODE_S;
m_SpecialKeyCombos[KeyComboToggleStatsOverlay].enabled = true;
m_SpecialKeyCombos[KeyComboToggleMouseMode].keyCombo = KeyComboToggleMouseMode;
m_SpecialKeyCombos[KeyComboToggleMouseMode].keyCode = SDLK_m;
m_SpecialKeyCombos[KeyComboToggleMouseMode].scanCode = SDL_SCANCODE_M;
m_SpecialKeyCombos[KeyComboToggleMouseMode].enabled = true;
m_SpecialKeyCombos[KeyComboToggleCursorHide].keyCombo = KeyComboToggleCursorHide;
m_SpecialKeyCombos[KeyComboToggleCursorHide].keyCode = SDLK_c;
m_SpecialKeyCombos[KeyComboToggleCursorHide].scanCode = SDL_SCANCODE_C;
m_SpecialKeyCombos[KeyComboToggleCursorHide].enabled = true;
m_SpecialKeyCombos[KeyComboToggleMinimize].keyCombo = KeyComboToggleMinimize;
m_SpecialKeyCombos[KeyComboToggleMinimize].keyCode = SDLK_d;
m_SpecialKeyCombos[KeyComboToggleMinimize].scanCode = SDL_SCANCODE_D;
m_SpecialKeyCombos[KeyComboToggleMinimize].enabled = QGuiApplication::platformName() != "eglfs";
m_SpecialKeyCombos[KeyComboPasteText].keyCombo = KeyComboPasteText;
m_SpecialKeyCombos[KeyComboPasteText].keyCode = SDLK_v;
m_SpecialKeyCombos[KeyComboPasteText].scanCode = SDL_SCANCODE_V;
m_SpecialKeyCombos[KeyComboPasteText].enabled = true;
m_OldIgnoreDevices = SDL_GetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES);
m_OldIgnoreDevicesExcept = SDL_GetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT);
QString streamIgnoreDevices = qgetenv("STREAM_GAMECONTROLLER_IGNORE_DEVICES");
QString streamIgnoreDevicesExcept = qgetenv("STREAM_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT");
if (!streamIgnoreDevices.isEmpty() && !streamIgnoreDevices.endsWith(',')) {
streamIgnoreDevices += ',';
}
streamIgnoreDevices += m_OldIgnoreDevices;
// For SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, we use the union of SDL_GAMECONTROLLER_IGNORE_DEVICES
// and STREAM_GAMECONTROLLER_IGNORE_DEVICES while streaming. STREAM_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
// overrides SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT while streaming.
SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, streamIgnoreDevices.toUtf8());
SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, streamIgnoreDevicesExcept.toUtf8());
// 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();
// Flush gamepad arrival and departure events which may be queued before
// starting the gamecontroller subsystem again. This prevents us from
// receiving duplicate arrival and departure events for the same gamepad.
SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
SDL_FlushEvent(SDL_CONTROLLERDEVICEREMOVED);
// We need to reinit this each time, since you only get
// an initial set of gamepad arrival events once per init.
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
SDL_GetError());
}
#if !SDL_VERSION_ATLEAST(2, 0, 9)
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());
}
#endif
#ifdef Q_OS_DARWIN
CGSGetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), &m_OldHotKeyMode);
#endif
// 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_LastTouchDownEvent);
SDL_zero(m_LastTouchUpEvent);
SDL_zero(m_TouchDownEvent);
SDL_zero(m_MousePositionReport);
SDL_AtomicSet(&m_MouseDeltaX, 0);
SDL_AtomicSet(&m_MouseDeltaY, 0);
SDL_AtomicSet(&m_MousePositionUpdated, 0);
Uint32 pollingInterval = QString(qgetenv("MOUSE_POLLING_INTERVAL")).toUInt();
if (pollingInterval == 0) {
pollingInterval = MOUSE_POLLING_INTERVAL;
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using custom mouse polling interval: %u ms",
pollingInterval);
}
m_MouseMoveTimer = SDL_AddTimer(pollingInterval, SdlInputHandler::mouseMoveTimerCallback, this);
// Initialize state used by the clipboard thread before we start it
SDL_AtomicSet(&m_ShutdownClipboardThread, 0);
m_ClipboardHasData = SDL_CreateCond();
m_ClipboardLock = SDL_CreateMutex();
m_ClipboardThread = SDL_CreateThread(SdlInputHandler::clipboardThreadProc, "Clipboard Sender", this);
}
SdlInputHandler::~SdlInputHandler()
{
for (int i = 0; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].mouseEmulationTimer != 0) {
Session::get()->notifyMouseEmulationMode(false);
SDL_RemoveTimer(m_GamepadState[i].mouseEmulationTimer);
}
#if !SDL_VERSION_ATLEAST(2, 0, 9)
if (m_GamepadState[i].haptic != nullptr) {
SDL_HapticClose(m_GamepadState[i].haptic);
}
#endif
if (m_GamepadState[i].controller != nullptr) {
SDL_GameControllerClose(m_GamepadState[i].controller);
}
}
SDL_RemoveTimer(m_MouseMoveTimer);
SDL_RemoveTimer(m_LongPressTimer);
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
SDL_RemoveTimer(m_RightButtonReleaseTimer);
SDL_RemoveTimer(m_DragTimer);
// Wake up the clipboard thread to terminate it
SDL_AtomicSet(&m_ShutdownClipboardThread, 1);
SDL_CondBroadcast(m_ClipboardHasData);
// Wait for it to terminate
SDL_WaitThread(m_ClipboardThread, nullptr);
// Now we can safely clean up its resources
SDL_DestroyCond(m_ClipboardHasData);
SDL_DestroyMutex(m_ClipboardLock);
#ifdef Q_OS_DARWIN
CGSSetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), m_OldHotKeyMode);
#endif
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_QuitSubSystem(SDL_INIT_HAPTIC);
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
#endif
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");
// Restore the ignored devices
SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, m_OldIgnoreDevices.toUtf8());
SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, m_OldIgnoreDevicesExcept.toUtf8());
#ifdef STEAM_LINK
// Hide SDL's cursor on Steam Link after quitting the stream.
// FIXME: We should also do this for other situations where SDL
// and Qt will draw their own mouse cursors like KMSDRM or RPi
// video backends.
SDL_ShowCursor(SDL_DISABLE);
#endif
}
void SdlInputHandler::setWindow(SDL_Window *window)
{
m_Window = window;
}
void SdlInputHandler::raiseAllKeys()
{
if (m_KeysDown.isEmpty()) {
return;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Raising %d keys",
(int)m_KeysDown.count());
for (auto keyDown : m_KeysDown) {
LiSendKeyboardEvent(keyDown, KEY_ACTION_UP, 0);
}
m_KeysDown.clear();
}
void SdlInputHandler::notifyMouseLeave()
{
// SDL on Windows doesn't send the mouse button up until the mouse re-enters the window
// after leaving it. This breaks some of the Aero snap gestures, so we'll capture it to
// allow us to receive the mouse button up events later.
//
// On macOS and X11, capturing the mouse allows us to receive mouse motion outside the
// window (button up already worked without capture).
if (m_AbsoluteMouseMode && isCaptureActive()) {
// NB: Not using SDL_GetGlobalMouseState() because we want our state not the system's
Uint32 mouseState = SDL_GetMouseState(nullptr, nullptr);
for (Uint32 button = SDL_BUTTON_LEFT; button <= SDL_BUTTON_X2; button++) {
if (mouseState & SDL_BUTTON(button)) {
SDL_CaptureMouse(SDL_TRUE);
break;
}
}
}
}
void SdlInputHandler::notifyFocusLost()
{
// 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) && !m_AbsoluteMouseMode) {
setCaptureActive(false);
}
#ifdef Q_OS_DARWIN
// Ungrab the keyboard
updateKeyboardGrabState();
#endif
// 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.
raiseAllKeys();
}
void SdlInputHandler::notifyFocusGained()
{
#ifdef Q_OS_DARWIN
// Re-grab the keyboard if it was grabbed before focus loss
// FIXME: We only do this on macOS because we get a spurious
// focus gain when in SDL_WINDOW_FULLSCREEN_DESKTOP on Windows
// immediately after losing focus by clicking on another window.
updateKeyboardGrabState();
#endif
}
bool SdlInputHandler::isCaptureActive()
{
if (SDL_GetRelativeMouseMode()) {
return true;
}
// Some platforms don't support SDL_SetRelativeMouseMode
return m_FakeCaptureActive;
}
void SdlInputHandler::updateKeyboardGrabState()
{
if (m_CaptureSystemKeysMode == StreamingPreferences::CSK_OFF) {
return;
}
bool shouldGrab = isCaptureActive();
Uint32 windowFlags = SDL_GetWindowFlags(m_Window);
if (m_CaptureSystemKeysMode == StreamingPreferences::CSK_FULLSCREEN &&
!(windowFlags & SDL_WINDOW_FULLSCREEN)) {
// Ungrab if it's fullscreen only and we left fullscreen
shouldGrab = false;
}
#ifdef Q_OS_DARWIN
else if (!(windowFlags & SDL_WINDOW_INPUT_FOCUS)) {
// Ungrab if we lose input focus on macOS. SDL will handle
// this internally for platforms where we use the SDL
// SDL_SetWindowKeyboardGrab() API exclusively.
//
// NB: On X11, we may not have input focus at the time of
// the initial keyboard grab update, so we must not enable
// this codepath on Linux.
shouldGrab = false;
}
#endif
// Don't close the window on Alt+F4 when keyboard grab is enabled
SDL_SetHint(SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4, shouldGrab ? "1" : "0");
if (shouldGrab) {
#if SDL_VERSION_ATLEAST(2, 0, 15)
// On SDL 2.0.15, we can get keyboard-only grab on Win32, X11, and Wayland.
// This does nothing on macOS but it sets the SDL_WINDOW_KEYBOARD_GRABBED flag
// that we look for to see if keyboard capture is enabled. We'll handle macOS
// ourselves below using the private CGSSetGlobalHotKeyOperatingMode() API.
SDL_SetWindowKeyboardGrab(m_Window, SDL_TRUE);
#else
// If we're in full-screen desktop mode and SDL doesn't have keyboard grab yet,
// grab the cursor (will grab the keyboard too on X11).
if (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN) {
SDL_SetWindowGrab(m_Window, SDL_TRUE);
}
#endif
#ifdef Q_OS_DARWIN
// SDL doesn't support this private macOS API
CGSSetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), CGSGlobalHotKeyDisable);
#endif
}
else {
#if SDL_VERSION_ATLEAST(2, 0, 15)
// Allow the keyboard to leave the window
SDL_SetWindowKeyboardGrab(m_Window, SDL_FALSE);
#endif
#ifdef Q_OS_DARWIN
// SDL doesn't support this private macOS API
CGSSetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), m_OldHotKeyMode);
#endif
}
}
bool SdlInputHandler::isSystemKeyCaptureActive()
{
if (m_CaptureSystemKeysMode == StreamingPreferences::CSK_OFF) {
return false;
}
if (m_Window == nullptr) {
return false;
}
Uint32 windowFlags = SDL_GetWindowFlags(m_Window);
if (!(windowFlags & SDL_WINDOW_INPUT_FOCUS)
#if SDL_VERSION_ATLEAST(2, 0, 15)
|| !(windowFlags & SDL_WINDOW_KEYBOARD_GRABBED)
#else
|| !(windowFlags & SDL_WINDOW_INPUT_GRABBED)
#endif
)
{
return false;
}
if (m_CaptureSystemKeysMode == StreamingPreferences::CSK_FULLSCREEN &&
!(windowFlags & SDL_WINDOW_FULLSCREEN)) {
return false;
}
return true;
}
void SdlInputHandler::setCaptureActive(bool active)
{
if (active) {
// If we're in full-screen exclusive mode, grab the cursor so it can't accidentally leave our window.
if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
#if SDL_VERSION_ATLEAST(2, 0, 15)
SDL_SetWindowMouseGrab(m_Window, SDL_TRUE);
#else
SDL_SetWindowGrab(m_Window, SDL_TRUE);
#endif
}
if (!m_AbsoluteMouseMode) {
// If our window is occluded when mouse is captured, the mouse may
// get stuck on top of the occluding window and not be properly
// captured. We can avoid this by raising our window before we
// capture the mouse.
SDL_RaiseWindow(m_Window);
}
// If we're in relative mode, try to activate SDL's relative mouse mode
if (m_AbsoluteMouseMode || SDL_SetRelativeMouseMode(SDL_TRUE) < 0) {
// Relative mouse mode didn't work or was disabled, so we'll just hide the cursor
SDL_ShowCursor(m_MouseCursorCapturedVisibilityState);
m_FakeCaptureActive = true;
}
// Synchronize the client and host cursor when activating absolute capture
if (m_AbsoluteMouseMode) {
int mouseX, mouseY;
int windowX, windowY;
// We have to use SDL_GetGlobalMouseState() because macOS may not reflect
// the new position of the mouse when outside the window.
SDL_GetGlobalMouseState(&mouseX, &mouseY);
// Convert global mouse state to window-relative
SDL_GetWindowPosition(m_Window, &windowX, &windowY);
mouseX -= windowX;
mouseY -= windowY;
if (isMouseInVideoRegion(mouseX, mouseY)) {
updateMousePositionReport(mouseX, mouseY);
}
}
}
else {
if (m_FakeCaptureActive) {
// Display the cursor again
SDL_ShowCursor(SDL_ENABLE);
m_FakeCaptureActive = false;
}
else {
SDL_SetRelativeMouseMode(SDL_FALSE);
}
#if SDL_VERSION_ATLEAST(2, 0, 15)
// Allow the cursor to leave the bounds of our window again.
SDL_SetWindowMouseGrab(m_Window, SDL_FALSE);
#else
// Allow the cursor to leave the bounds of our window again.
SDL_SetWindowGrab(m_Window, SDL_FALSE);
#endif
}
// Now update the keyboard grab
updateKeyboardGrabState();
}
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
{
#if SDL_VERSION_ATLEAST(2, 0, 10)
if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
// Ignore anything that isn't a touchscreen. We may get callbacks
// for trackpads, but we want to handle those in the mouse path.
return;
}
#elif defined(Q_OS_DARWIN)
// 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
// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
// to tell them apart.
return;
#endif
if (m_AbsoluteTouchMode) {
handleAbsoluteFingerEvent(event);
}
else {
handleRelativeFingerEvent(event);
}
}
+226
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#pragma once
#include "settings/streamingpreferences.h"
#include "backend/computermanager.h"
#include <SDL.h>
#define SDL_CODE_HIDE_CURSOR 1
#define SDL_CODE_SHOW_CURSOR 2
#define SDL_CODE_UNCAPTURE_MOUSE 3
struct GamepadState {
SDL_GameController* controller;
SDL_JoystickID jsId;
short index;
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_Haptic* haptic;
int hapticMethod;
int hapticEffectId;
#endif
SDL_TimerID mouseEmulationTimer;
uint32_t lastStartDownTime;
short buttons;
short lsX, lsY;
short rsX, rsY;
unsigned char lt, rt;
};
#ifdef Q_OS_DARWIN
#include <CoreGraphics/CGError.h>
extern "C" {
typedef int CGSConnection;
typedef enum {
CGSGlobalHotKeyEnable = 0,
CGSGlobalHotKeyDisable = 1,
} CGSGlobalHotKeyOperatingMode;
extern CGSConnection _CGSDefaultConnection(void);
extern CGError CGSGetGlobalHotKeyOperatingMode(CGSConnection connection,
CGSGlobalHotKeyOperatingMode* mode);
extern CGError CGSSetGlobalHotKeyOperatingMode(CGSConnection connection,
CGSGlobalHotKeyOperatingMode mode);
}
#endif
#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 setWindow(SDL_Window* window);
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 sendText(QString& string);
void rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
void handleTouchFingerEvent(SDL_TouchFingerEvent* event);
int getAttachedGamepadMask();
void raiseAllKeys();
void notifyMouseLeave();
void notifyFocusLost();
void notifyFocusGained();
bool isCaptureActive();
bool isSystemKeyCaptureActive();
void setCaptureActive(bool active);
bool isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth = -1, int windowHeight = -1);
void updateMousePositionReport(int mouseX, int mouseY);
void flushMousePositionUpdate();
void updateKeyboardGrabState();
static
QString getUnmappedGamepads();
private:
enum KeyCombo {
KeyComboQuit,
KeyComboUngrabInput,
KeyComboToggleFullScreen,
KeyComboToggleStatsOverlay,
KeyComboToggleMouseMode,
KeyComboToggleCursorHide,
KeyComboToggleMinimize,
KeyComboPasteText,
KeyComboMax
};
GamepadState*
findStateForGamepad(SDL_JoystickID id);
void sendGamepadState(GamepadState* state);
void handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event);
void handleRelativeFingerEvent(SDL_TouchFingerEvent* event);
void performSpecialKeyCombo(KeyCombo combo);
static
Uint32 longPressTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
static
Uint32 releaseLeftButtonTimerCallback(Uint32 interval, void* param);
static
Uint32 releaseRightButtonTimerCallback(Uint32 interval, void* param);
static
Uint32 dragTimerCallback(Uint32 interval, void* param);
static
int clipboardThreadProc(void *ptr);
SDL_Window* m_Window;
bool m_MultiController;
bool m_GamepadMouse;
bool m_SwapMouseButtons;
bool m_ReverseScrollDirection;
bool m_SwapFaceButtons;
SDL_TimerID m_MouseMoveTimer;
SDL_atomic_t m_MouseDeltaX;
SDL_atomic_t m_MouseDeltaY;
SDL_SpinLock m_MousePositionLock;
struct {
int x, y;
int windowWidth, windowHeight;
} m_MousePositionReport;
SDL_atomic_t m_MousePositionUpdated;
bool m_MouseWasInVideoRegion;
bool m_PendingMouseButtonsAllUpOnVideoRegionLeave;
int m_GamepadMask;
GamepadState m_GamepadState[MAX_GAMEPADS];
QSet<short> m_KeysDown;
bool m_FakeCaptureActive;
QString m_OldIgnoreDevices;
QString m_OldIgnoreDevicesExcept;
StreamingPreferences::CaptureSysKeysMode m_CaptureSystemKeysMode;
int m_MouseCursorCapturedVisibilityState;
#ifdef Q_OS_DARWIN
CGSGlobalHotKeyOperatingMode m_OldHotKeyMode;
#endif
struct {
KeyCombo keyCombo;
SDL_Keycode keyCode;
SDL_Scancode scanCode;
bool enabled;
} m_SpecialKeyCombos[KeyComboMax];
SDL_TouchFingerEvent m_LastTouchDownEvent;
SDL_TouchFingerEvent m_LastTouchUpEvent;
SDL_TimerID m_LongPressTimer;
int m_StreamWidth;
int m_StreamHeight;
bool m_AbsoluteMouseMode;
bool m_AbsoluteTouchMode;
SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
SDL_TimerID m_LeftButtonReleaseTimer;
SDL_TimerID m_RightButtonReleaseTimer;
SDL_TimerID m_DragTimer;
char m_DragButton;
int m_NumFingersDown;
SDL_Thread* m_ClipboardThread;
SDL_atomic_t m_ShutdownClipboardThread;
QString m_ClipboardData;
SDL_cond* m_ClipboardHasData;
SDL_mutex* m_ClipboardLock;
static const int k_ButtonMap[];
};
+422
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#include "streaming/session.h"
#include <Limelight.h>
#include <SDL.h>
#define VK_0 0x30
#define VK_A 0x41
// These are real Windows VK_* codes
#ifndef VK_F1
#define VK_F1 0x70
#define VK_F13 0x7C
#define VK_NUMPAD0 0x60
#endif
void SdlInputHandler::performSpecialKeyCombo(KeyCombo combo)
{
switch (combo) {
case KeyComboQuit:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
break;
case KeyComboUngrabInput:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo");
// Stop handling future input
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
break;
case KeyComboToggleFullScreen:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo");
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();
break;
case KeyComboToggleStatsOverlay:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
break;
case KeyComboToggleMouseMode:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse mode toggle combo");
// Uncapture input
setCaptureActive(false);
// Toggle mouse mode
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
// Recapture input
setCaptureActive(true);
break;
case KeyComboToggleCursorHide:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected show mouse combo");
if (!SDL_GetRelativeMouseMode()) {
m_MouseCursorCapturedVisibilityState = !m_MouseCursorCapturedVisibilityState;
SDL_ShowCursor(m_MouseCursorCapturedVisibilityState);
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Cursor can only be shown in remote desktop mouse mode");
}
break;
case KeyComboToggleMinimize:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected minimize combo");
SDL_MinimizeWindow(m_Window);
break;
case KeyComboPasteText:
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected type clipboard text combo");
// Force raise all keys to ensure that none of them interfere
// with the text we're going to type.
raiseAllKeys();
const char* text;
if (SDL_HasClipboardText() && (text = SDL_GetClipboardText()) != nullptr) {
// Append this data to the clipboard data string for the thread to process
SDL_LockMutex(m_ClipboardLock);
m_ClipboardData.append(text);
SDL_CondSignal(m_ClipboardHasData);
SDL_UnlockMutex(m_ClipboardLock);
// SDL_GetClipboardText() allocates, so we must free
SDL_free((void*)text);
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No text in clipboard to paste!");
}
break;
}
default:
Q_UNREACHABLE();
}
}
#define IS_SYNTHETIC_KEY_EVENT(x) ((x)->timestamp == 0)
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
{
short keyCode;
char modifiers;
if (event->repeat) {
// Ignore repeat key down events
SDL_assert(event->state == SDL_PRESSED);
return;
}
// Check for our special key combos
// Ignore timestamp == 0 which are sent from our keyboard code.
if (!IS_SYNTHETIC_KEY_EVENT(event) &&
(event->state == SDL_PRESSED) &&
(event->keysym.mod & KMOD_CTRL) &&
(event->keysym.mod & KMOD_ALT) &&
(event->keysym.mod & KMOD_SHIFT)) {
// First we test the SDLK combos for matches,
// that way we ensure that latin keyboard users
// can match to the key they see on their keyboards.
// If nothing matches that, we'll then go on to
// checking scancodes so non-latin keyboard users
// can have working hotkeys (though possibly in
// odd positions). We must do all SDLK tests before
// any scancode tests to avoid issues in cases
// where the SDLK for one shortcut collides with
// the scancode of another.
for (int i = 0; i < KeyComboMax; i++) {
if (m_SpecialKeyCombos[i].enabled && event->keysym.sym == m_SpecialKeyCombos[i].keyCode) {
performSpecialKeyCombo(m_SpecialKeyCombos[i].keyCombo);
return;
}
}
for (int i = 0; i < KeyComboMax; i++) {
if (m_SpecialKeyCombos[i].enabled && event->keysym.scancode == m_SpecialKeyCombos[i].scanCode) {
performSpecialKeyCombo(m_SpecialKeyCombos[i].keyCombo);
return;
}
}
}
// Set modifier flags
modifiers = 0;
if (event->keysym.mod & KMOD_CTRL) {
modifiers |= MODIFIER_CTRL;
}
if (event->keysym.mod & KMOD_ALT) {
modifiers |= MODIFIER_ALT;
}
if (event->keysym.mod & KMOD_SHIFT) {
modifiers |= MODIFIER_SHIFT;
}
if (event->keysym.mod & KMOD_GUI) {
if (isSystemKeyCaptureActive()) {
modifiers |= MODIFIER_META;
}
}
// Set keycode. We explicitly use scancode here because GFE will try to correct
// for AZERTY layouts on the host but it depends on receiving VK_ values matching
// a QWERTY layout to work.
if (event->keysym.scancode >= SDL_SCANCODE_1 && event->keysym.scancode <= SDL_SCANCODE_9) {
// SDL defines SDL_SCANCODE_0 > SDL_SCANCODE_9, so we need to handle that manually
keyCode = (event->keysym.scancode - SDL_SCANCODE_1) + VK_0 + 1;
}
else if (event->keysym.scancode >= SDL_SCANCODE_A && event->keysym.scancode <= SDL_SCANCODE_Z) {
keyCode = (event->keysym.scancode - SDL_SCANCODE_A) + VK_A;
}
else if (event->keysym.scancode >= SDL_SCANCODE_F1 && event->keysym.scancode <= SDL_SCANCODE_F12) {
keyCode = (event->keysym.scancode - SDL_SCANCODE_F1) + VK_F1;
}
else if (event->keysym.scancode >= SDL_SCANCODE_F13 && event->keysym.scancode <= SDL_SCANCODE_F24) {
keyCode = (event->keysym.scancode - SDL_SCANCODE_F13) + VK_F13;
}
else if (event->keysym.scancode >= SDL_SCANCODE_KP_1 && event->keysym.scancode <= SDL_SCANCODE_KP_9) {
// SDL defines SDL_SCANCODE_KP_0 > SDL_SCANCODE_KP_9, so we need to handle that manually
keyCode = (event->keysym.scancode - SDL_SCANCODE_KP_1) + VK_NUMPAD0 + 1;
}
else {
switch (event->keysym.scancode) {
case SDL_SCANCODE_BACKSPACE:
keyCode = 0x08;
break;
case SDL_SCANCODE_TAB:
keyCode = 0x09;
break;
case SDL_SCANCODE_CLEAR:
keyCode = 0x0C;
break;
case SDL_SCANCODE_KP_ENTER: // FIXME: Is this correct?
case SDL_SCANCODE_RETURN:
keyCode = 0x0D;
break;
case SDL_SCANCODE_PAUSE:
keyCode = 0x13;
break;
case SDL_SCANCODE_CAPSLOCK:
keyCode = 0x14;
break;
case SDL_SCANCODE_ESCAPE:
keyCode = 0x1B;
break;
case SDL_SCANCODE_SPACE:
keyCode = 0x20;
break;
case SDL_SCANCODE_PAGEUP:
keyCode = 0x21;
break;
case SDL_SCANCODE_PAGEDOWN:
keyCode = 0x22;
break;
case SDL_SCANCODE_END:
keyCode = 0x23;
break;
case SDL_SCANCODE_HOME:
keyCode = 0x24;
break;
case SDL_SCANCODE_LEFT:
keyCode = 0x25;
break;
case SDL_SCANCODE_UP:
keyCode = 0x26;
break;
case SDL_SCANCODE_RIGHT:
keyCode = 0x27;
break;
case SDL_SCANCODE_DOWN:
keyCode = 0x28;
break;
case SDL_SCANCODE_SELECT:
keyCode = 0x29;
break;
case SDL_SCANCODE_EXECUTE:
keyCode = 0x2B;
break;
case SDL_SCANCODE_PRINTSCREEN:
keyCode = 0x2C;
break;
case SDL_SCANCODE_INSERT:
keyCode = 0x2D;
break;
case SDL_SCANCODE_DELETE:
keyCode = 0x2E;
break;
case SDL_SCANCODE_HELP:
keyCode = 0x2F;
break;
case SDL_SCANCODE_KP_0:
// See comment above about why we only handle SDL_SCANCODE_KP_0 here
keyCode = VK_NUMPAD0;
break;
case SDL_SCANCODE_0:
// See comment above about why we only handle SDL_SCANCODE_0 here
keyCode = VK_0;
break;
case SDL_SCANCODE_KP_MULTIPLY:
keyCode = 0x6A;
break;
case SDL_SCANCODE_KP_PLUS:
keyCode = 0x6B;
break;
case SDL_SCANCODE_KP_COMMA:
keyCode = 0x6C;
break;
case SDL_SCANCODE_KP_MINUS:
keyCode = 0x6D;
break;
case SDL_SCANCODE_KP_PERIOD:
keyCode = 0x6E;
break;
case SDL_SCANCODE_KP_DIVIDE:
keyCode = 0x6F;
break;
case SDL_SCANCODE_NUMLOCKCLEAR:
keyCode = 0x90;
break;
case SDL_SCANCODE_SCROLLLOCK:
keyCode = 0x91;
break;
case SDL_SCANCODE_LSHIFT:
keyCode = 0xA0;
break;
case SDL_SCANCODE_RSHIFT:
keyCode = 0xA1;
break;
case SDL_SCANCODE_LCTRL:
keyCode = 0xA2;
break;
case SDL_SCANCODE_RCTRL:
keyCode = 0xA3;
break;
case SDL_SCANCODE_LALT:
keyCode = 0xA4;
break;
case SDL_SCANCODE_RALT:
keyCode = 0xA5;
break;
case SDL_SCANCODE_LGUI:
if (!isSystemKeyCaptureActive()) {
return;
}
keyCode = 0x5B;
break;
case SDL_SCANCODE_RGUI:
if (!isSystemKeyCaptureActive()) {
return;
}
keyCode = 0x5C;
break;
case SDL_SCANCODE_AC_BACK:
keyCode = 0xA6;
break;
case SDL_SCANCODE_AC_FORWARD:
keyCode = 0xA7;
break;
case SDL_SCANCODE_AC_REFRESH:
keyCode = 0xA8;
break;
case SDL_SCANCODE_AC_STOP:
keyCode = 0xA9;
break;
case SDL_SCANCODE_AC_SEARCH:
keyCode = 0xAA;
break;
case SDL_SCANCODE_AC_BOOKMARKS:
keyCode = 0xAB;
break;
case SDL_SCANCODE_AC_HOME:
keyCode = 0xAC;
break;
case SDL_SCANCODE_SEMICOLON:
keyCode = 0xBA;
break;
case SDL_SCANCODE_EQUALS:
keyCode = 0xBB;
break;
case SDL_SCANCODE_COMMA:
keyCode = 0xBC;
break;
case SDL_SCANCODE_MINUS:
keyCode = 0xBD;
break;
case SDL_SCANCODE_PERIOD:
keyCode = 0xBE;
break;
case SDL_SCANCODE_SLASH:
keyCode = 0xBF;
break;
case SDL_SCANCODE_GRAVE:
keyCode = 0xC0;
break;
case SDL_SCANCODE_LEFTBRACKET:
keyCode = 0xDB;
break;
case SDL_SCANCODE_BACKSLASH:
keyCode = 0xDC;
break;
case SDL_SCANCODE_RIGHTBRACKET:
keyCode = 0xDD;
break;
case SDL_SCANCODE_APOSTROPHE:
keyCode = 0xDE;
break;
case SDL_SCANCODE_NONUSBACKSLASH:
keyCode = 0xE2;
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled button event: %d",
event->keysym.scancode);
return;
}
}
// If this is a synthetic keypress from the clipboard code,
// this will be on a non-main thread, so don't touch m_KeysDown.
if (!IS_SYNTHETIC_KEY_EVENT(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(0x8000 | keyCode,
event->state == SDL_PRESSED ?
KEY_ACTION_DOWN : KEY_ACTION_UP,
modifiers);
}
+263
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#include "input.h"
#include <Limelight.h>
#include <SDL.h>
#include "streaming/streamutils.h"
void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
{
int button;
if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
else if (!isCaptureActive()) {
if (event->button == SDL_BUTTON_LEFT && event->state == SDL_RELEASED &&
isMouseInVideoRegion(event->x, event->y)) {
// Capture the mouse again if clicked when unbound.
// We start capture on left button released instead of
// pressed to avoid sending an errant mouse button released
// event to the host when clicking into our window (since
// the pressed event was consumed by this code).
setCaptureActive(true);
}
// Not capturing
return;
}
else if (m_AbsoluteMouseMode && !isMouseInVideoRegion(event->x, event->y) && event->state == SDL_PRESSED) {
// Ignore button presses outside the video region, but allow button releases
return;
}
switch (event->button)
{
case SDL_BUTTON_LEFT:
button = BUTTON_LEFT;
break;
case SDL_BUTTON_MIDDLE:
button = BUTTON_MIDDLE;
break;
case SDL_BUTTON_RIGHT:
button = BUTTON_RIGHT;
break;
case SDL_BUTTON_X1:
button = BUTTON_X1;
break;
case SDL_BUTTON_X2:
button = BUTTON_X2;
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled button event: %d",
event->button);
return;
}
if (m_SwapMouseButtons) {
if (button == BUTTON_RIGHT)
button = BUTTON_LEFT;
else if (button == BUTTON_LEFT)
button = BUTTON_RIGHT;
}
// Ensure any pending mouse position update has been sent before we send
// our button event. This ensures that the cursor is in the correct location
// when the button event is issued.
//
// On platforms like macOS, the mouse doesn't track when the window isn't
// focused. When we gain focus via mouse click, we immediately get a mouse
// move event and a mouse button event. If we don't flush here, the button
// will probably arrive before the mouse timer issues the position update.
flushMousePositionUpdate();
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
BUTTON_ACTION_PRESS :
BUTTON_ACTION_RELEASE,
button);
}
void SdlInputHandler::updateMousePositionReport(int mouseX, int mouseY)
{
int windowWidth, windowHeight;
// Call SDL_GetWindowSize() before entering the spinlock
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
SDL_AtomicLock(&m_MousePositionLock);
m_MousePositionReport.x = mouseX;
m_MousePositionReport.y = mouseY;
m_MousePositionReport.windowWidth = windowWidth;
m_MousePositionReport.windowHeight = windowHeight;
SDL_AtomicUnlock(&m_MousePositionLock);
SDL_AtomicSet(&m_MousePositionUpdated, 1);
}
void SdlInputHandler::flushMousePositionUpdate()
{
bool hasNewPosition = SDL_AtomicSet(&m_MousePositionUpdated, 0) != 0;
if (hasNewPosition) {
// If the lock is held now, the main thread is trying to update
// the mouse position. We'll pick up the new position next time.
if (SDL_AtomicTryLock(&m_MousePositionLock)) {
SDL_Rect src, dst;
bool mouseInVideoRegion;
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = m_MousePositionReport.windowWidth;
dst.h = m_MousePositionReport.windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
mouseInVideoRegion = isMouseInVideoRegion(m_MousePositionReport.x,
m_MousePositionReport.y,
m_MousePositionReport.windowWidth,
m_MousePositionReport.windowHeight);
// Clamp motion to the video region
short x = qMin(qMax(m_MousePositionReport.x - dst.x, 0), dst.w);
short y = qMin(qMax(m_MousePositionReport.y - dst.y, 0), dst.h);
// Release the spinlock to unblock the main thread
SDL_AtomicUnlock(&m_MousePositionLock);
// Send the mouse position update if one of the following is true:
// a) it is in the video region now
// b) it just left the video region (to ensure the mouse is clamped to the video boundary)
// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
if (buttonState == 0) {
if (m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
// Tell the main thread to stop capturing the mouse now
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = SDL_CODE_UNCAPTURE_MOUSE;
SDL_PushEvent(&event);
m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
}
}
if (mouseInVideoRegion || m_MouseWasInVideoRegion || m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
LiSendMousePositionEvent(x, y, dst.w, dst.h);
}
// Adjust the cursor visibility if applicable
if (mouseInVideoRegion ^ m_MouseWasInVideoRegion) {
// We must push an event for the main thread to process, because it's not safe
// to directly can SDL_ShowCursor() on the arbitrary thread on which this timer
// executes.
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = (mouseInVideoRegion && m_MouseCursorCapturedVisibilityState == SDL_DISABLE) ?
SDL_CODE_HIDE_CURSOR : SDL_CODE_SHOW_CURSOR;
SDL_PushEvent(&event);
if (!mouseInVideoRegion && buttonState != 0) {
// If we still have a button pressed on leave, wait for that to come up
// before we stop sending mouse position events.
m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
}
}
m_MouseWasInVideoRegion = mouseInVideoRegion;
}
}
}
void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
{
if (!isCaptureActive()) {
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
// Batch until the next mouse polling window or we'll get awful
// input lag everything except GFE 3.14 and 3.15.
if (m_AbsoluteMouseMode) {
updateMousePositionReport(event->x, event->y);
}
else {
SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
}
}
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
{
if (!isCaptureActive()) {
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
if (m_AbsoluteMouseMode) {
int mouseX, mouseY;
SDL_GetMouseState(&mouseX, &mouseY);
if (!isMouseInVideoRegion(mouseX, mouseY)) {
// Ignore scroll events outside the video region
return;
}
}
if (event->y != 0) {
// Invert the scroll direction if needed
if (m_ReverseScrollDirection) {
event->y = -event->y;
}
LiSendScrollEvent((signed char)event->y);
}
}
bool SdlInputHandler::isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth, int windowHeight)
{
SDL_Rect src, dst;
if (windowWidth < 0 || windowHeight < 0) {
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
}
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = windowWidth;
dst.h = windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
return (mouseX >= dst.x && mouseX <= dst.x + dst.w) &&
(mouseY >= dst.y && mouseY <= dst.y + dst.h);
}
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);
}
// Send mouse position updates if applicable
me->flushMousePositionUpdate();
return interval;
}
+175
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#include "input.h"
#include <Limelight.h>
#include <SDL.h>
#include <QtMath>
// 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 0.01f
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;
}
void SdlInputHandler::handleRelativeFingerEvent(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) {
// If it's outside the deadzone delta, cancel drags and taps
if (qSqrt(qPow(event->x - m_TouchDownEvent[fingerIndex].x, 2) +
qPow(event->y - m_TouchDownEvent[fingerIndex].y, 2)) > 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;
}
else if (event->type == SDL_FINGERUP) {
m_TouchDownEvent[fingerIndex] = {};
}
}

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