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https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-16 00:07:58 +00:00
Use SDL's new support for keyboard grab on macOS
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commit
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3 changed files with 0 additions and 70 deletions
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@ -176,10 +176,6 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
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}
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#endif
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#ifdef Q_OS_DARWIN
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CGSGetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), &m_OldHotKeyMode);
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#endif
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// Initialize the gamepad mask with currently attached gamepads to avoid
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// causing gamepads to unexpectedly disappear and reappear on the host
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// during stream startup as we detect currently attached gamepads one at a time.
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@ -249,10 +245,6 @@ SdlInputHandler::~SdlInputHandler()
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SDL_DestroyCond(m_ClipboardHasData);
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SDL_DestroyMutex(m_ClipboardLock);
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#ifdef Q_OS_DARWIN
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CGSSetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), m_OldHotKeyMode);
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#endif
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_QuitSubSystem(SDL_INIT_HAPTIC);
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SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
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@ -332,27 +324,11 @@ void SdlInputHandler::notifyFocusLost()
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setCaptureActive(false);
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}
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#ifdef Q_OS_DARWIN
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// Ungrab the keyboard
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updateKeyboardGrabState();
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#endif
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// Raise all keys that are currently pressed. If we don't do this, certain keys
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// used in shortcuts that cause focus loss (such as Alt+Tab) may get stuck down.
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raiseAllKeys();
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}
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void SdlInputHandler::notifyFocusGained()
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{
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#ifdef Q_OS_DARWIN
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// Re-grab the keyboard if it was grabbed before focus loss
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// FIXME: We only do this on macOS because we get a spurious
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// focus gain when in SDL_WINDOW_FULLSCREEN_DESKTOP on Windows
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// immediately after losing focus by clicking on another window.
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updateKeyboardGrabState();
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#endif
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}
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bool SdlInputHandler::isCaptureActive()
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{
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if (SDL_GetRelativeMouseMode()) {
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@ -376,18 +352,6 @@ void SdlInputHandler::updateKeyboardGrabState()
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// Ungrab if it's fullscreen only and we left fullscreen
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shouldGrab = false;
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}
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#ifdef Q_OS_DARWIN
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else if (!(windowFlags & SDL_WINDOW_INPUT_FOCUS)) {
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// Ungrab if we lose input focus on macOS. SDL will handle
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// this internally for platforms where we use the SDL
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// SDL_SetWindowKeyboardGrab() API exclusively.
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//
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// NB: On X11, we may not have input focus at the time of
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// the initial keyboard grab update, so we must not enable
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// this codepath on Linux.
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shouldGrab = false;
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}
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#endif
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// Don't close the window on Alt+F4 when keyboard grab is enabled
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SDL_SetHint(SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4, shouldGrab ? "1" : "0");
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@ -405,20 +369,12 @@ void SdlInputHandler::updateKeyboardGrabState()
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if (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN) {
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SDL_SetWindowGrab(m_Window, SDL_TRUE);
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}
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#endif
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#ifdef Q_OS_DARWIN
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// SDL doesn't support this private macOS API
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CGSSetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), CGSGlobalHotKeyDisable);
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#endif
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}
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else {
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#if SDL_VERSION_ATLEAST(2, 0, 15)
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// Allow the keyboard to leave the window
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SDL_SetWindowKeyboardGrab(m_Window, SDL_FALSE);
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#endif
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#ifdef Q_OS_DARWIN
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// SDL doesn't support this private macOS API
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CGSSetGlobalHotKeyOperatingMode(_CGSDefaultConnection(), m_OldHotKeyMode);
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#endif
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}
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}
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@ -29,25 +29,6 @@ struct GamepadState {
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unsigned char lt, rt;
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};
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#ifdef Q_OS_DARWIN
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#include <CoreGraphics/CGError.h>
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extern "C" {
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typedef int CGSConnection;
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typedef enum {
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CGSGlobalHotKeyEnable = 0,
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CGSGlobalHotKeyDisable = 1,
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} CGSGlobalHotKeyOperatingMode;
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extern CGSConnection _CGSDefaultConnection(void);
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extern CGError CGSGetGlobalHotKeyOperatingMode(CGSConnection connection,
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CGSGlobalHotKeyOperatingMode* mode);
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extern CGError CGSSetGlobalHotKeyOperatingMode(CGSConnection connection,
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CGSGlobalHotKeyOperatingMode mode);
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}
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#endif
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#define MAX_GAMEPADS 4
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#define MAX_FINGERS 2
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@ -98,8 +79,6 @@ public:
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void notifyFocusLost();
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void notifyFocusGained();
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bool isCaptureActive();
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bool isSystemKeyCaptureActive();
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@ -190,10 +169,6 @@ private:
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StreamingPreferences::CaptureSysKeysMode m_CaptureSystemKeysMode;
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int m_MouseCursorCapturedVisibilityState;
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#ifdef Q_OS_DARWIN
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CGSGlobalHotKeyOperatingMode m_OldHotKeyMode;
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#endif
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struct {
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KeyCombo keyCombo;
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SDL_Keycode keyCode;
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@ -1421,7 +1421,6 @@ void Session::execInternal()
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if (m_Preferences->muteOnFocusLoss) {
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m_AudioMuted = false;
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}
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m_InputHandler->notifyFocusGained();
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break;
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case SDL_WINDOWEVENT_LEAVE:
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m_InputHandler->notifyMouseLeave();
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