Add gamepad navigation support for everything except context menus and dialogs

This commit is contained in:
Cameron Gutman 2018-09-30 13:41:32 -07:00
parent 9fb0bffd61
commit d706e81cd4
9 changed files with 291 additions and 14 deletions

View file

@ -108,7 +108,8 @@ SOURCES += \
streaming/streamutils.cpp \
backend/autoupdatechecker.cpp \
path.cpp \
settings/mappingmanager.cpp
settings/mappingmanager.cpp \
gui/sdlgamepadkeynavigation.cpp
HEADERS += \
utils.h \
@ -130,7 +131,8 @@ HEADERS += \
streaming/streamutils.h \
backend/autoupdatechecker.h \
path.h \
settings/mappingmanager.h
settings/mappingmanager.h \
gui/sdlgamepadkeynavigation.h
# Platform-specific renderers and decoders
ffmpeg {

View file

@ -3,8 +3,8 @@ import QtQuick.Dialogs 1.2
import QtQuick.Controls 2.2
import AppModel 1.0
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
GridView {
property int computerIndex
@ -36,12 +36,18 @@ GridView {
currentIndex = -1
}
SdlGamepadKeyNavigation {
id: gamepadKeyNav
}
onVisibleChanged: {
if (visible) {
appModel.computerLost.connect(computerLost)
gamepadKeyNav.enable()
}
else {
appModel.computerLost.disconnect(computerLost)
gamepadKeyNav.disable()
}
}
@ -119,20 +125,25 @@ GridView {
anchors.fill: parent
acceptedButtons: Qt.RightButton
onClicked: {
// Right click
appContextMenu.open()
// popup() ensures the menu appears under the mouse cursor
appContextMenu.popup()
}
}
Keys.onMenuPressed: {
// We must use open() here so the menu is positioned on
// the ItemDelegate and not where the mouse cursor is
appContextMenu.open()
}
Menu {
id: appContextMenu
MenuItem {
NavigableMenuItem {
text: model.running ? "Resume Game" : "Launch Game"
onTriggered: {
appContextMenu.close()
launchOrResumeSelectedApp()
}
height: visible ? implicitHeight : 0
}
NavigableMenuItem {
text: "Quit Game"
@ -142,7 +153,6 @@ GridView {
quitAppDialog.open()
}
visible: model.running
height: visible ? implicitHeight : 0
}
}
}

View file

@ -2,6 +2,10 @@ import QtQuick 2.0
import QtQuick.Controls 2.2
MenuItem {
// Ensure focus can't be given to an invisible item
enabled: visible
height: visible ? implicitHeight : 0
Keys.onReturnPressed: {
triggered()
}

View file

@ -8,6 +8,7 @@ import ComputerModel 1.0
import ComputerManager 1.0
import StreamingPreferences 1.0
import SdlGamepadKeyNavigation 1.0
GridView {
property ComputerModel computerModel : createModel()
@ -32,6 +33,19 @@ GridView {
id: prefs
}
SdlGamepadKeyNavigation {
id: gamepadKeyNav
}
onVisibleChanged: {
if (visible) {
gamepadKeyNav.enable()
}
else {
gamepadKeyNav.disable()
}
}
Component.onCompleted: {
// Setup signals on CM
ComputerManager.computerAddCompleted.connect(addComplete)
@ -144,7 +158,6 @@ GridView {
text: "Wake PC"
onTriggered: computerModel.wakeComputer(index)
visible: !model.addPc && !model.online && model.wakeable
height: visible ? implicitHeight : 0
}
NavigableMenuItem {
text: "Delete PC"
@ -185,6 +198,7 @@ GridView {
}
}
} else if (!model.online) {
// Using open() here because it may be activated by keyboard
pcContextMenu.open()
}
}
@ -193,12 +207,20 @@ GridView {
anchors.fill: parent
acceptedButtons: Qt.RightButton;
onClicked: {
// right click
if (!model.addPc) { // but only for actual PCs, not the add-pc option
pcContextMenu.open()
if (!model.addPc) {
// popup() ensures the menu appears under the mouse cursor
pcContextMenu.popup()
}
}
}
Keys.onMenuPressed: {
if (!model.addPc) {
// We must use open() here so the menu is positioned on
// the ItemDelegate and not where the mouse cursor is
pcContextMenu.open()
}
}
}
MessageDialog {

View file

@ -3,6 +3,7 @@ import QtQuick.Controls 2.2
import StreamingPreferences 1.0
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
ScrollView {
id: settingsPage
@ -12,6 +13,25 @@ ScrollView {
id: prefs
}
// The StackView will trigger a visibility change when
// we're pushed onto it, causing our onVisibleChanged
// routine to run, but only if we start as invisible
visible: false
SdlGamepadKeyNavigation {
id: gamepadKeyNav
}
onVisibleChanged: {
if (visible) {
gamepadKeyNav.setSettingsMode(true)
gamepadKeyNav.enable()
}
else {
gamepadKeyNav.disable()
}
}
Component.onDestruction: {
prefs.save()
}

View file

@ -43,6 +43,10 @@ ApplicationWindow {
stackView.pop()
}
}
Keys.onMenuPressed: {
settingsButton.clicked()
}
}
onVisibilityChanged: {

View file

@ -0,0 +1,177 @@
#include "sdlgamepadkeynavigation.h"
#include <QKeyEvent>
#include <QGuiApplication>
#include <QWindow>
#include "settings/mappingmanager.h"
SdlGamepadKeyNavigation::SdlGamepadKeyNavigation()
: m_Enabled(false),
m_SettingsMode(false)
{
m_PollingTimer = new QTimer(this);
connect(m_PollingTimer, SIGNAL(timeout()), this, SLOT(onPollingTimerFired()));
}
SdlGamepadKeyNavigation::~SdlGamepadKeyNavigation()
{
disable();
}
void SdlGamepadKeyNavigation::enable()
{
if (m_Enabled) {
return;
}
// We have to initialize and uninitialize this in enable()/disable()
// because we need to get out of the way of the Session class. If it
// doesn't get to reinitialize the GC subsystem, it won't get initial
// arrival events. Additionally, there's a race condition between
// our QML objects being destroyed and SDL being deinitialized that
// this solves too.
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
SDL_GetError());
return;
}
MappingManager mappingManager;
mappingManager.applyMappings();
// Drop all pending gamepad add events. SDL will generate these for us
// on first init of the GC subsystem. We can't depend on them due to
// overlapping lifetimes of SdlGamepadKeyNavigation instances, so we
// will attach ourselves.
SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
// Open all currently attached game controllers
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
SDL_GameController* gc = SDL_GameControllerOpen(i);
if (gc != nullptr) {
m_Gamepads.append(gc);
}
}
}
// Poll every 50 ms for a new joystick event
m_PollingTimer->start(50);
m_Enabled = true;
}
void SdlGamepadKeyNavigation::disable()
{
if (!m_Enabled) {
return;
}
m_PollingTimer->stop();
while (!m_Gamepads.isEmpty()) {
SDL_GameControllerClose(m_Gamepads[0]);
m_Gamepads.removeAt(0);
}
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
m_Enabled = false;
}
void SdlGamepadKeyNavigation::onPollingTimerFired()
{
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
QEvent::Type type =
event.type == SDL_CONTROLLERBUTTONDOWN ?
QEvent::Type::KeyPress : QEvent::Type::KeyRelease;
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_DPAD_UP:
if (m_SettingsMode) {
// Back-tab
sendKey(type, Qt::Key_Tab, Qt::ShiftModifier);
}
else {
sendKey(type, Qt::Key_Up);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
if (m_SettingsMode) {
sendKey(type, Qt::Key_Tab);
}
else {
sendKey(type, Qt::Key_Down);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
sendKey(type, Qt::Key_Left);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(type, Qt::Key_Up);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
sendKey(type, Qt::Key_Right);
if (m_SettingsMode) {
// Some settings controls respond to left/right (like the slider)
// and others respond to up/down (like combo boxes). They seem to
// be mutually exclusive though so let's just send both.
sendKey(type, Qt::Key_Down);
}
break;
case SDL_CONTROLLER_BUTTON_A:
if (m_SettingsMode) {
sendKey(type, Qt::Key_Space);
}
else {
sendKey(type, Qt::Key_Return);
}
break;
case SDL_CONTROLLER_BUTTON_B:
sendKey(type, Qt::Key_Escape);
break;
case SDL_CONTROLLER_BUTTON_X:
case SDL_CONTROLLER_BUTTON_Y:
case SDL_CONTROLLER_BUTTON_START:
sendKey(type, Qt::Key_Menu);
break;
default:
break;
}
break;
}
case SDL_CONTROLLERDEVICEADDED:
SDL_GameController* gc = SDL_GameControllerOpen(event.cdevice.which);
if (gc != nullptr) {
m_Gamepads.append(gc);
}
break;
}
}
}
void SdlGamepadKeyNavigation::sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers)
{
QGuiApplication* app = static_cast<QGuiApplication*>(QGuiApplication::instance());
QWindow* focusWindow = app->focusWindow();
if (focusWindow != nullptr) {
QKeyEvent keyPressEvent(type, key, modifiers);
app->sendEvent(focusWindow, &keyPressEvent);
}
}
void SdlGamepadKeyNavigation::setSettingsMode(bool settingsMode)
{
m_SettingsMode = settingsMode;
}

View file

@ -0,0 +1,34 @@
#pragma once
#include <QTimer>
#include <QEvent>
#include <SDL.h>
class SdlGamepadKeyNavigation : public QObject
{
Q_OBJECT
public:
SdlGamepadKeyNavigation();
~SdlGamepadKeyNavigation();
Q_INVOKABLE void enable();
Q_INVOKABLE void disable();
Q_INVOKABLE void setSettingsMode(bool settingsMode);
private:
void sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers = Qt::NoModifier);
private slots:
void onPollingTimerFired();
private:
QTimer* m_PollingTimer;
QList<SDL_GameController*> m_Gamepads;
bool m_Enabled;
bool m_SettingsMode;
};

View file

@ -24,6 +24,7 @@
#include "backend/autoupdatechecker.h"
#include "streaming/session.h"
#include "settings/streamingpreferences.h"
#include "gui/sdlgamepadkeynavigation.h"
#if !defined(QT_DEBUG) && defined(Q_OS_WIN32)
// Log to file for release Windows builds
@ -288,6 +289,7 @@ int main(int argc, char *argv[])
qmlRegisterType<ComputerModel>("ComputerModel", 1, 0, "ComputerModel");
qmlRegisterType<AppModel>("AppModel", 1, 0, "AppModel");
qmlRegisterType<StreamingPreferences>("StreamingPreferences", 1, 0, "StreamingPreferences");
qmlRegisterType<SdlGamepadKeyNavigation>("SdlGamepadKeyNavigation", 1, 0, "SdlGamepadKeyNavigation");
qmlRegisterUncreatableType<Session>("Session", 1, 0, "Session", "Session cannot be created from QML");
qmlRegisterSingletonType<ComputerManager>("ComputerManager", 1, 0,
"ComputerManager",
@ -338,6 +340,10 @@ int main(int argc, char *argv[])
SDL_GetError());
}
// Use atexit() to ensure SDL_Quit() is called. This avoids
// racing with object destruction where SDL may be used.
atexit(SDL_Quit);
// Avoid the default behavior of changing the timer resolution to 1 ms.
// We don't want this all the time that Moonlight is open. We will set
// it manually when we start streaming.
@ -345,7 +351,5 @@ int main(int argc, char *argv[])
int err = app.exec();
SDL_Quit();
return err;
}