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https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-14 21:32:27 +00:00
Finish touch input support
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parent
4a452a2467
commit
9fb0bffd61
3 changed files with 52 additions and 39 deletions
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@ -23,6 +23,9 @@
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// How long the fingers must be stationary to start a drag
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#define DRAG_ACTIVATION_DELAY 650
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// How far the finger can move before it cancels a drag or tap
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#define DEAD_ZONE_DELTA 0.1f
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const int SdlInputHandler::k_ButtonMap[] = {
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A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
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BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
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@ -31,17 +34,17 @@ const int SdlInputHandler::k_ButtonMap[] = {
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UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
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};
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SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer)
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SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer, int streamWidth, int streamHeight)
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: m_LastMouseMotionTime(0),
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m_MultiController(prefs.multiController),
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m_NeedsInputDelay(false),
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m_LastPrimaryTouchX(0),
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m_LastPrimaryTouchY(0),
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m_LeftButtonReleaseTimer(0),
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m_RightButtonReleaseTimer(0),
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m_DragTimer(0),
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m_DragButton(0),
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m_NumFingersDown(0)
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m_NumFingersDown(0),
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m_StreamWidth(streamWidth),
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m_StreamHeight(streamHeight)
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{
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// Allow gamepad input when the app doesn't have focus
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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@ -89,6 +92,7 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* comput
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SDL_zero(m_GamepadState);
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SDL_zero(m_TouchDownEvent);
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SDL_zero(m_CumulativeDelta);
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}
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SdlInputHandler::~SdlInputHandler()
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@ -741,6 +745,12 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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{
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int fingerIndex = -1;
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// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
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// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
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// or lower than those values as touch events continue for touches started within the client area that
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// leave the client area during a drag motion.
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// dx and dy are deltas from the last touch event, not the first touch down.
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// Determine the index of this finger using our list
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// of fingers that are currently active on screen.
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// This is also required to handle finger up which
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@ -770,12 +780,7 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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}
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}
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if (fingerIndex < 0) {
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// Finger not found
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SDL_assert(fingerIndex >= 0);
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return;
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}
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else if (fingerIndex >= MAX_FINGERS) {
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if (fingerIndex < 0 || fingerIndex >= MAX_FINGERS) {
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// Too many fingers
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return;
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}
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@ -783,13 +788,16 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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// Handle cursor motion based on the position of the
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// primary finger on screen
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if (fingerIndex == 0) {
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if (event->type == SDL_FINGERDOWN) {
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m_LastPrimaryTouchX = event->x;
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m_LastPrimaryTouchY = event->y;
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}
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else {
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// TODO: event - m_LastPrimaryTouch
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// LiSendMouseMotion()
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// The event x and y values are relative to our window width
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// and height. However, we want to scale them to be relative
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// to the host resolution. Fortunately this is easy since we
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// already have normalized values. We'll just multiply them
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// by the stream dimensions to get real X and Y values rather
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// than the client window dimensions.
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short deltaX = static_cast<short>(event->dx * m_StreamWidth);
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short deltaY = static_cast<short>(event->dy * m_StreamHeight);
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if (deltaX != 0 || deltaY != 0) {
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LiSendMouseMoveEvent(deltaX, deltaY);
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}
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}
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@ -803,12 +811,20 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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this);
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}
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// On motion, stop the drag timer if a finger has
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// moved outside the deadzone
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if (event->type == SDL_FINGERMOTION) {
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// TODO: event - m_TouchDownEvent
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// Count the total cumulative dx/dy that the finger
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// has moved.
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m_CumulativeDelta[fingerIndex] += qAbs(event->x);
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m_CumulativeDelta[fingerIndex] += qAbs(event->y);
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// If it's outside the deadzone delta, cancel drags and taps
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if (m_CumulativeDelta[fingerIndex] > DEAD_ZONE_DELTA) {
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SDL_RemoveTimer(m_DragTimer);
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m_DragTimer = 0;
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// This effectively cancels the tap logic below
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m_TouchDownEvent[fingerIndex].timestamp = 0;
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}
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}
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if (event->type == SDL_FINGERUP) {
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@ -821,17 +837,6 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, m_DragButton);
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m_DragButton = 0;
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}
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// 3 finger tap
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if (event->timestamp - m_TouchDownEvent[2].timestamp < 250) {
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// Zero timestamp of the other fingers to ensure we won't
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// generate spurious clicks on release
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m_TouchDownEvent[0].timestamp = 0;
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m_TouchDownEvent[1].timestamp = 0;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Keyboard gesture detected");
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SDL_StartTextInput();
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}
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// 2 finger tap
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else if (event->timestamp - m_TouchDownEvent[1].timestamp < 250) {
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// Zero timestamp of the primary finger to ensure we won't
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@ -864,6 +869,10 @@ void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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if (event->type == SDL_FINGERDOWN) {
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m_TouchDownEvent[fingerIndex] = *event;
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m_CumulativeDelta[fingerIndex] = 0;
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}
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else if (event->type == SDL_FINGERUP) {
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m_TouchDownEvent[fingerIndex] = {};
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}
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}
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@ -17,12 +17,13 @@ struct GamepadState {
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};
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#define MAX_GAMEPADS 4
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#define MAX_FINGERS 3
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#define MAX_FINGERS 2
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class SdlInputHandler
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{
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public:
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explicit SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer);
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explicit SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer,
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int streamWidth, int streamHeight);
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~SdlInputHandler();
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@ -71,13 +72,14 @@ private:
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GamepadState m_GamepadState[MAX_GAMEPADS];
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SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
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float m_LastPrimaryTouchX;
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float m_LastPrimaryTouchY;
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float m_CumulativeDelta[MAX_FINGERS];
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SDL_TimerID m_LeftButtonReleaseTimer;
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SDL_TimerID m_RightButtonReleaseTimer;
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SDL_TimerID m_DragTimer;
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char m_DragButton;
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int m_NumFingersDown;
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int m_StreamWidth;
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int m_StreamHeight;
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static const int k_ButtonMap[];
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};
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@ -750,7 +750,9 @@ void Session::exec(int displayOriginX, int displayOriginY)
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// Initialize the gamepad code with our preferences
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StreamingPreferences prefs;
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SdlInputHandler inputHandler(prefs, m_Computer);
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SdlInputHandler inputHandler(prefs, m_Computer,
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m_StreamConfig.width,
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m_StreamConfig.height);
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// The UI should have ensured the old game was already quit
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// if we decide to stream a different game.
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