diff --git a/app/streaming/input.cpp b/app/streaming/input.cpp index a2dd776f..3521f08b 100644 --- a/app/streaming/input.cpp +++ b/app/streaming/input.cpp @@ -23,6 +23,9 @@ // How long the fingers must be stationary to start a drag #define DRAG_ACTIVATION_DELAY 650 +// How far the finger can move before it cancels a drag or tap +#define DEAD_ZONE_DELTA 0.1f + const int SdlInputHandler::k_ButtonMap[] = { A_FLAG, B_FLAG, X_FLAG, Y_FLAG, BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG, @@ -31,17 +34,17 @@ const int SdlInputHandler::k_ButtonMap[] = { UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG }; -SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer) +SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer, int streamWidth, int streamHeight) : m_LastMouseMotionTime(0), m_MultiController(prefs.multiController), m_NeedsInputDelay(false), - m_LastPrimaryTouchX(0), - m_LastPrimaryTouchY(0), m_LeftButtonReleaseTimer(0), m_RightButtonReleaseTimer(0), m_DragTimer(0), m_DragButton(0), - m_NumFingersDown(0) + m_NumFingersDown(0), + m_StreamWidth(streamWidth), + m_StreamHeight(streamHeight) { // Allow gamepad input when the app doesn't have focus SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); @@ -89,6 +92,7 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* comput SDL_zero(m_GamepadState); SDL_zero(m_TouchDownEvent); + SDL_zero(m_CumulativeDelta); } SdlInputHandler::~SdlInputHandler() @@ -741,6 +745,12 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event) { int fingerIndex = -1; + // Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area. + // Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher + // or lower than those values as touch events continue for touches started within the client area that + // leave the client area during a drag motion. + // dx and dy are deltas from the last touch event, not the first touch down. + // Determine the index of this finger using our list // of fingers that are currently active on screen. // This is also required to handle finger up which @@ -770,12 +780,7 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event) } } - if (fingerIndex < 0) { - // Finger not found - SDL_assert(fingerIndex >= 0); - return; - } - else if (fingerIndex >= MAX_FINGERS) { + if (fingerIndex < 0 || fingerIndex >= MAX_FINGERS) { // Too many fingers return; } @@ -783,13 +788,16 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event) // Handle cursor motion based on the position of the // primary finger on screen if (fingerIndex == 0) { - if (event->type == SDL_FINGERDOWN) { - m_LastPrimaryTouchX = event->x; - m_LastPrimaryTouchY = event->y; - } - else { - // TODO: event - m_LastPrimaryTouch - // LiSendMouseMotion() + // 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(event->dx * m_StreamWidth); + short deltaY = static_cast(event->dy * m_StreamHeight); + if (deltaX != 0 || deltaY != 0) { + LiSendMouseMoveEvent(deltaX, deltaY); } } @@ -803,12 +811,20 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event) this); } - // On motion, stop the drag timer if a finger has - // moved outside the deadzone if (event->type == SDL_FINGERMOTION) { - // TODO: event - m_TouchDownEvent - SDL_RemoveTimer(m_DragTimer); - m_DragTimer = 0; + // Count the total cumulative dx/dy that the finger + // has moved. + m_CumulativeDelta[fingerIndex] += qAbs(event->x); + m_CumulativeDelta[fingerIndex] += qAbs(event->y); + + // If it's outside the deadzone delta, cancel drags and taps + if (m_CumulativeDelta[fingerIndex] > DEAD_ZONE_DELTA) { + SDL_RemoveTimer(m_DragTimer); + m_DragTimer = 0; + + // This effectively cancels the tap logic below + m_TouchDownEvent[fingerIndex].timestamp = 0; + } } if (event->type == SDL_FINGERUP) { @@ -821,17 +837,6 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event) LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, m_DragButton); m_DragButton = 0; } - // 3 finger tap - if (event->timestamp - m_TouchDownEvent[2].timestamp < 250) { - // Zero timestamp of the other fingers to ensure we won't - // generate spurious clicks on release - m_TouchDownEvent[0].timestamp = 0; - m_TouchDownEvent[1].timestamp = 0; - - SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, - "Keyboard gesture detected"); - SDL_StartTextInput(); - } // 2 finger tap else if (event->timestamp - m_TouchDownEvent[1].timestamp < 250) { // Zero timestamp of the primary finger to ensure we won't @@ -862,8 +867,12 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event) m_NumFingersDown = SDL_GetNumTouchFingers(event->touchId); - if (event->type == SDL_FINGERDOWN) { + if (event->type == SDL_FINGERDOWN) { m_TouchDownEvent[fingerIndex] = *event; + m_CumulativeDelta[fingerIndex] = 0; + } + else if (event->type == SDL_FINGERUP) { + m_TouchDownEvent[fingerIndex] = {}; } } diff --git a/app/streaming/input.h b/app/streaming/input.h index 2a014d30..1884ee67 100644 --- a/app/streaming/input.h +++ b/app/streaming/input.h @@ -17,12 +17,13 @@ struct GamepadState { }; #define MAX_GAMEPADS 4 -#define MAX_FINGERS 3 +#define MAX_FINGERS 2 class SdlInputHandler { public: - explicit SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer); + explicit SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer, + int streamWidth, int streamHeight); ~SdlInputHandler(); @@ -71,13 +72,14 @@ private: GamepadState m_GamepadState[MAX_GAMEPADS]; SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS]; - float m_LastPrimaryTouchX; - float m_LastPrimaryTouchY; + float m_CumulativeDelta[MAX_FINGERS]; SDL_TimerID m_LeftButtonReleaseTimer; SDL_TimerID m_RightButtonReleaseTimer; SDL_TimerID m_DragTimer; char m_DragButton; int m_NumFingersDown; + int m_StreamWidth; + int m_StreamHeight; static const int k_ButtonMap[]; }; diff --git a/app/streaming/session.cpp b/app/streaming/session.cpp index 30882da6..39dc9d97 100644 --- a/app/streaming/session.cpp +++ b/app/streaming/session.cpp @@ -750,7 +750,9 @@ void Session::exec(int displayOriginX, int displayOriginY) // Initialize the gamepad code with our preferences StreamingPreferences prefs; - SdlInputHandler inputHandler(prefs, m_Computer); + SdlInputHandler inputHandler(prefs, m_Computer, + m_StreamConfig.width, + m_StreamConfig.height); // The UI should have ensured the old game was already quit // if we decide to stream a different game.