moonlight-qt/app/streaming/input.cpp

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#include <Limelight.h>
#include <SDL.h>
#include "streaming/session.hpp"
#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_NUMPAD1 0x61
#endif
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
};
SdlInputHandler::SdlInputHandler(bool multiController)
: m_MultiController(multiController)
{
if (!m_MultiController) {
// Player 1 is always present in non-MC mode
m_GamepadMask = 0x1;
}
SDL_zero(m_GamepadState);
}
SdlInputHandler::~SdlInputHandler()
{
for (int i = 0; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].controller != nullptr) {
SDL_GameControllerClose(m_GamepadState[i].controller);
}
}
}
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
{
short keyCode;
char modifiers;
// Check for our special key combos
if ((event->state == SDL_PRESSED) &&
(event->keysym.mod & KMOD_CTRL) &&
(event->keysym.mod & KMOD_ALT) &&
(event->keysym.mod & KMOD_SHIFT)) {
// Force raise all keys in the combo to avoid
// leaving them down after disconnecting
LiSendKeyboardEvent(0xA0, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA1, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA2, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA3, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA4, KEY_ACTION_UP, 0);
LiSendKeyboardEvent(0xA5, KEY_ACTION_UP, 0);
// Check for quit combo (Ctrl+Alt+Shift+Q)
if (event->keysym.sym == SDLK_q) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo");
SDL_Event event;
// Drain the event queue of any additional input
// that might be processed before our quit message.
while (SDL_PollEvent(&event));
// Push a quit event to the main loop
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
return;
}
// Check for the unbind combo (Ctrl+Alt+Shift+Z)
else if (event->keysym.sym == SDLK_z) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo");
SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
return;
}
// Check for the full-screen combo (Ctrl+Alt+Shift+X)
else if (event->keysym.sym == SDLK_x) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo");
if (SDL_GetWindowFlags(Session::s_ActiveSession->m_Window) & SDL_WINDOW_FULLSCREEN) {
SDL_SetWindowFullscreen(Session::s_ActiveSession->m_Window, 0);
}
else {
SDL_SetWindowFullscreen(Session::s_ActiveSession->m_Window, SDL_WINDOW_FULLSCREEN);
}
return;
}
}
if (!SDL_GetRelativeMouseMode()) {
// Not capturing
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;
}
// Set keycode
if (event->keysym.sym >= SDLK_0 && event->keysym.sym <= SDLK_9) {
keyCode = (event->keysym.sym - SDLK_0) + VK_0;
}
else if (event->keysym.sym >= SDLK_a && event->keysym.sym <= SDLK_z) {
keyCode = (event->keysym.sym - SDLK_a) + VK_A;
}
else if (event->keysym.sym >= SDLK_F1 && event->keysym.sym <= SDLK_F12) {
keyCode = (event->keysym.sym - SDLK_F1) + VK_F1;
}
else if (event->keysym.sym >= SDLK_F13 && event->keysym.sym <= SDLK_F24) {
keyCode = (event->keysym.sym - SDLK_F13) + VK_F13;
}
else if (event->keysym.sym >= SDLK_KP_1 && event->keysym.sym <= SDLK_KP_9) {
// SDL defines SDLK_KP_0 > SDLK_KP_9, so we need to handle that manually
keyCode = (event->keysym.sym - SDLK_KP_1) + VK_NUMPAD1;
}
else {
switch (event->keysym.sym) {
case SDLK_BACKSPACE:
keyCode = 0x08;
break;
case SDLK_TAB:
keyCode = 0x09;
break;
case SDLK_CLEAR:
keyCode = 0x0C;
break;
case SDLK_RETURN:
keyCode = 0x0D;
break;
case SDLK_PAUSE:
keyCode = 0x13;
break;
case SDLK_CAPSLOCK:
keyCode = 0x14;
break;
case SDLK_ESCAPE:
keyCode = 0x1B;
break;
case SDLK_SPACE:
keyCode = 0x20;
break;
case SDLK_PAGEUP:
keyCode = 0x21;
break;
case SDLK_PAGEDOWN:
keyCode = 0x22;
break;
case SDLK_END:
keyCode = 0x23;
break;
case SDLK_HOME:
keyCode = 0x24;
break;
case SDLK_LEFT:
keyCode = 0x25;
break;
case SDLK_UP:
keyCode = 0x26;
break;
case SDLK_RIGHT:
keyCode = 0x27;
break;
case SDLK_DOWN:
keyCode = 0x28;
break;
case SDLK_SELECT:
keyCode = 0x29;
break;
case SDLK_EXECUTE:
keyCode = 0x2B;
break;
case SDLK_PRINTSCREEN:
keyCode = 0x2C;
break;
case SDLK_INSERT:
keyCode = 0x2D;
break;
case SDLK_DELETE:
keyCode = 0x2E;
break;
case SDLK_HELP:
keyCode = 0x2F;
break;
case SDLK_KP_0:
// See comment above about why we only handle KP_0 here
keyCode = 0x60;
break;
case SDLK_KP_MULTIPLY:
keyCode = 0x6A;
break;
case SDLK_KP_PLUS:
keyCode = 0x6B;
break;
case SDLK_KP_COMMA:
keyCode = 0x6C;
break;
case SDLK_KP_MINUS:
keyCode = 0x6D;
break;
case SDLK_KP_DECIMAL:
keyCode = 0x6E;
break;
case SDLK_KP_DIVIDE:
keyCode = 0x6F;
break;
case SDLK_NUMLOCKCLEAR:
keyCode = 0x90;
break;
case SDLK_SCROLLLOCK:
keyCode = 0x91;
break;
case SDLK_LSHIFT:
keyCode = 0xA0;
break;
case SDLK_RSHIFT:
keyCode = 0xA1;
break;
case SDLK_LCTRL:
keyCode = 0xA2;
break;
case SDLK_RCTRL:
keyCode = 0xA3;
break;
case SDLK_LALT:
keyCode = 0xA4;
break;
case SDLK_RALT:
keyCode = 0xA5;
break;
case SDLK_AC_BACK:
keyCode = 0xA6;
break;
case SDLK_AC_FORWARD:
keyCode = 0xA7;
break;
case SDLK_AC_REFRESH:
keyCode = 0xA8;
break;
case SDLK_AC_STOP:
keyCode = 0xA9;
break;
case SDLK_AC_SEARCH:
keyCode = 0xAA;
break;
case SDLK_AC_BOOKMARKS:
keyCode = 0xAB;
break;
case SDLK_AC_HOME:
keyCode = 0xAC;
break;
case SDLK_SEMICOLON:
keyCode = 0xBA;
break;
case SDLK_PLUS:
keyCode = 0xBB;
break;
case SDLK_COMMA:
keyCode = 0xBC;
break;
case SDLK_MINUS:
keyCode = 0xBD;
break;
case SDLK_PERIOD:
keyCode = 0xBE;
break;
case SDLK_SLASH:
keyCode = 0xBF;
break;
case SDLK_BACKQUOTE:
keyCode = 0xC0;
break;
case SDLK_LEFTBRACKET:
keyCode = 0xDB;
break;
case SDLK_BACKSLASH:
keyCode = 0xDC;
break;
case SDLK_RIGHTBRACKET:
keyCode = 0xDD;
break;
case SDLK_QUOTE:
keyCode = 0xDE;
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled button event: %d",
event->keysym.sym);
return;
}
}
LiSendKeyboardEvent(keyCode,
event->state == SDL_PRESSED ?
KEY_ACTION_DOWN : KEY_ACTION_UP,
modifiers);
}
void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
{
int button;
// Capture the mouse again if clicked when unbound
if (event->button == SDL_BUTTON_LEFT &&
event->state == SDL_PRESSED &&
!SDL_GetRelativeMouseMode()) {
SDL_SetRelativeMouseMode(SDL_TRUE);
return;
}
else if (!SDL_GetRelativeMouseMode()) {
// Not capturing
return;
}
switch (event->button)
{
case SDL_BUTTON_LEFT:
button = BUTTON_LEFT;
break;
case SDL_BUTTON_MIDDLE:
button = BUTTON_MIDDLE;
break;
case SDL_BUTTON_RIGHT:
button = BUTTON_RIGHT;
break;
case SDL_BUTTON_X1:
case SDL_BUTTON_X2:
// Unsupported by GameStream
return;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled button event: %d",
event->button);
return;
}
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
BUTTON_ACTION_PRESS :
BUTTON_ACTION_RELEASE,
button);
}
void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
{
if (!SDL_GetRelativeMouseMode()) {
// Not capturing
return;
}
if (event->xrel != 0 || event->yrel != 0) {
LiSendMouseMoveEvent((unsigned short)event->xrel,
(unsigned short)event->yrel);
}
}
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
{
if (!SDL_GetRelativeMouseMode()) {
// Not capturing
return;
}
if (event->y != 0) {
LiSendScrollEvent((signed char)event->y);
}
}
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);
}
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
{
GamepadState* state = findStateForGamepad(event->which);
if (state == NULL) {
return;
}
switch (event->axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
state->lsX = event->value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
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state->lsY = -event->value;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
state->rsX = event->value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
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state->rsY = -event->value;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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state->lt = (unsigned char)(event->value * 255UL / 32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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state->rt = (unsigned char)(event->value * 255UL / 32767);
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled controller axis: %d",
event->axis);
return;
}
sendGamepadState(state);
}
void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
{
GamepadState* state = findStateForGamepad(event->which);
if (state == NULL) {
return;
}
if (event->state == SDL_PRESSED) {
state->buttons |= k_ButtonMap[event->button];
}
else {
state->buttons &= ~k_ButtonMap[event->button];
}
sendGamepadState(state);
}
void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
{
GamepadState* state;
if (event->type == SDL_CONTROLLERDEVICEADDED) {
int i;
const char* name;
for (i = 0; i < MAX_GAMEPADS; i++) {
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!");
return;
}
state = &m_GamepadState[i];
if (m_MultiController) {
state->index = i;
}
else {
// Always player 1 in single controller mode
state->index = 0;
}
state->controller = SDL_GameControllerOpen(event->which);
if (state->controller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open gamepad: %s",
SDL_GetError());
return;
}
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
name = SDL_GameControllerName(state->controller);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Gamepad %d (player %d) is: %s",
i,
state->index,
name != NULL ? name : "<null>");
// Add this gamepad to the gamepad mask
if (m_MultiController) {
SDL_assert(!(m_GamepadMask & (1 << state->index)));
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) {
SDL_GameControllerClose(state->controller);
// 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));
}
}
}
int SdlInputHandler::getAttachedGamepadMask()
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{
int i;
int count;
int mask;
if (!m_MultiController) {
// Player 1 is always present in non-MC mode
return 0x1;
}
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count = mask = 0;
for (i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
mask |= (1 << count++);
}
}
return mask;
}