mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2025-01-18 22:13:53 +00:00
Start integration with moonlight-common-c
This commit is contained in:
parent
f80450176a
commit
ea459a0319
3 changed files with 569 additions and 3 deletions
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@ -4,7 +4,7 @@
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#
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#-------------------------------------------------
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QT += core gui network
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QT += core gui network gamepad
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greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
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@ -38,7 +38,8 @@ SOURCES += \
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nvhttp.cpp \
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nvpairingmanager.cpp \
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identitymanager.cpp \
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popupmanager.cpp
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popupmanager.cpp \
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streamwidget.cpp
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HEADERS += \
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mainwindow.h \
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@ -46,7 +47,8 @@ HEADERS += \
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nvpairingmanager.h \
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identitymanager.h \
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utils.h \
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popupmanager.h
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popupmanager.h \
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streamwidget.h
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FORMS += \
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mainwindow.ui
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478
app/streamwidget.cpp
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478
app/streamwidget.cpp
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@ -0,0 +1,478 @@
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#include "streamwidget.h"
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#include <QDebug>
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#include <QGuiApplication>
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#include <QGamepadManager>
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#include "Limelight.h"
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#define VK_0 0x30
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#define VK_A 0x41
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// These are real Windows VK_* codes
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#ifndef VK_F1
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#define VK_F1 0x70
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#define VK_NUMPAD0 0x60
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#endif
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StreamWidget::StreamWidget(QWidget *parent) :
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QWidget(parent),
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m_LastMouseX(0),
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m_LastMouseY(0),
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m_ScrollDeltaX(0),
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m_ActiveGamepadMask(0)
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{
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// Ensure we get mouse move events even if no buttons are down
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setMouseTracking(true);
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// Register for QGamepadManager's signals
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QGamepadManager* gpm = QGamepadManager::instance();
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connect(gpm, &QGamepadManager::gamepadConnected, this, &StreamWidget::gamepadConnected);
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connect(gpm, &QGamepadManager::gamepadDisconnected, this, &StreamWidget::gamepadDisconnected);
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connect(gpm, &QGamepadManager::gamepadButtonPressEvent, this, &StreamWidget::gamepadButtonPressEvent);
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connect(gpm, &QGamepadManager::gamepadButtonReleaseEvent, this, &StreamWidget::gamepadButtonReleaseEvent);
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connect(gpm, &QGamepadManager::gamepadAxisEvent, this, &StreamWidget::gamepadAxisEvent);
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// We won't be invoked for existing gamepads, so "connect" them now
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for (int deviceId : gpm->connectedGamepads())
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{
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gamepadConnected(deviceId);
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}
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}
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void
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StreamWidget::mouseMoveEvent(QMouseEvent *event)
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{
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int currentX = event->globalX();
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int currentY = event->globalY();
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if (m_LastMouseX != 0 && m_LastMouseY != 0)
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{
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LiSendMouseMoveEvent(m_LastMouseX - currentX,
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m_LastMouseY - currentY);
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}
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m_LastMouseX = currentX;
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m_LastMouseY = currentY;
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event->accept();
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}
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void
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StreamWidget::handleMouseButtonEvent(QMouseEvent *event)
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{
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Qt::MouseButton button = event->button();
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int buttonCode;
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Q_ASSERT(button != Qt::MouseButton::NoButton);
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Q_ASSERT(event->type() == QEvent::Type::MouseButtonPress ||
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event->type() == QEvent::Type::MouseButtonRelease);
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// Accept all mouse button events
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event->accept();
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switch (button)
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{
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case Qt::MouseButton::LeftButton:
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buttonCode = BUTTON_LEFT;
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break;
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case Qt::MouseButton::MiddleButton:
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buttonCode = BUTTON_MIDDLE;
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break;
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case Qt::MouseButton::RightButton:
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buttonCode = BUTTON_RIGHT;
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break;
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default:
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qWarning() << "Unhandled mouse button: " << button;
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return;
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}
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LiSendMouseButtonEvent((event->type() == QEvent::Type::MouseButtonPress) ?
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BUTTON_ACTION_PRESS : BUTTON_ACTION_RELEASE,
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buttonCode);
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}
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void
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StreamWidget::mousePressEvent(QMouseEvent *event)
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{
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handleMouseButtonEvent(event);
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}
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void
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StreamWidget::mouseReleaseEvent(QMouseEvent *event)
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{
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handleMouseButtonEvent(event);
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}
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void
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StreamWidget::wheelEvent(QWheelEvent *event)
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{
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QPoint scrollDelta = event->angleDelta();
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if (!scrollDelta.isNull())
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{
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m_ScrollDeltaX += scrollDelta.x();
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}
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// See if we've accumulated enough to send
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if (m_ScrollDeltaX / 120 != 0)
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{
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// Send the scroll event
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LiSendScrollEvent(m_ScrollDeltaX / 120);
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// Subtract the portion of the total scroll delta we're "consuming"
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m_ScrollDeltaX -= (m_ScrollDeltaX / 120) * 120;
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}
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event->accept();
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}
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void
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StreamWidget::handleKeyEvent(QKeyEvent *event)
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{
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// Accept all events
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event->accept();
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Qt::KeyboardModifiers modifiers = QGuiApplication::keyboardModifiers();
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char modifierFlags = 0;
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char keyAction = event->type() == QEvent::KeyPress ?
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KEY_ACTION_DOWN : KEY_ACTION_UP;
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// Don't send auto-repeating events
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if (keyAction == KEY_ACTION_DOWN && event->isAutoRepeat())
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{
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return;
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}
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if (modifiers.testFlag(Qt::KeyboardModifier::AltModifier))
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{
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modifierFlags |= MODIFIER_ALT;
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}
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if (modifiers.testFlag(Qt::KeyboardModifier::ControlModifier))
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{
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modifierFlags |= MODIFIER_CTRL;
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}
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if (modifiers.testFlag(Qt::KeyboardModifier::ShiftModifier))
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{
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modifierFlags |= MODIFIER_SHIFT;
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}
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short keyCode;
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Qt::Key key = static_cast<Qt::Key>(event->key());
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if (key >= Qt::Key::Key_0 && key <= Qt::Key::Key_9)
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{
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// In Qt, there's no separate key code for numpad button.
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// Numpad is indicated in the modifier flags.
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keyCode = (key - Qt::Key::Key_0) +
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(event->modifiers().testFlag(Qt::KeyboardModifier::KeypadModifier) ?
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VK_NUMPAD0 : VK_0);
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}
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else if (key >= Qt::Key::Key_A && key <= Qt::Key::Key_Z)
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{
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keyCode = (key - Qt::Key::Key_A) + VK_A;
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}
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else if (key >= Qt::Key::Key_F1 && key <= Qt::Key::Key_F12)
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{
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keyCode = (key - Qt::Key::Key_F1) + VK_F1;
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}
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else
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{
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switch (key)
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{
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case Qt::Key::Key_Alt:
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// TODO: Tell left and right apart
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keyCode = 0xA4; // 0xA5 (right)
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break;
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case Qt::Key::Key_Backslash:
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keyCode = 0xDC;
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break;
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case Qt::Key::Key_CapsLock:
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keyCode = 0x14;
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break;
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case Qt::Key::Key_Clear:
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keyCode = 0x0C;
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break;
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case Qt::Key::Key_Comma:
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keyCode = 0xBC;
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break;
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case Qt::Key::Key_Control:
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// TODO: left and right
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keyCode = 0xA2; // 0xA3 (right)
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break;
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case Qt::Key::Key_Backspace:
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keyCode = 0x08;
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break;
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case Qt::Key::Key_Return:
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keyCode = 0x0D;
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break;
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case Qt::Key::Key_Equal:
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keyCode = 0xBB;
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break;
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case Qt::Key::Key_Escape:
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keyCode = 0x1B;
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break;
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case Qt::Key::Key_Delete:
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keyCode = 0x2E;
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break;
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case Qt::Key::Key_Insert:
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keyCode = 0x2D;
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break;
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case Qt::Key::Key_BracketLeft:
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keyCode = 0xDB;
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break;
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case Qt::Key::Key_BracketRight:
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keyCode = 0xDD;
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break;
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case Qt::Key::Key_Minus:
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keyCode = 0xBD;
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break;
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case Qt::Key::Key_End:
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keyCode = 0x23;
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break;
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case Qt::Key::Key_Home:
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keyCode = 0x24;
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break;
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case Qt::Key::Key_NumLock:
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keyCode = 0x90;
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break;
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case Qt::Key::Key_PageDown:
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keyCode = 0x22;
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break;
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case Qt::Key::Key_PageUp:
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keyCode = 0x21;
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break;
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case Qt::Key::Key_Period:
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keyCode = 0xBE;
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break;
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case Qt::Key::Key_ScrollLock:
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keyCode = 0x91;
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break;
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case Qt::Key::Key_Semicolon:
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keyCode = 0xBA;
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break;
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case Qt::Key::Key_Shift:
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// TODO: left vs right
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keyCode = 0xA0; // A1 (right)
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break;
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case Qt::Key::Key_Slash:
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keyCode = 0xBF;
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break;
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case Qt::Key::Key_Space:
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keyCode = 0x20;
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break;
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case Qt::Key::Key_SysReq:
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keyCode = 0x9A;
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break;
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case Qt::Key::Key_Tab:
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keyCode = 0x09;
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break;
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case Qt::Key::Key_Left:
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keyCode = 0x25;
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break;
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case Qt::Key::Key_Right:
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keyCode = 0x27;
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break;
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case Qt::Key::Key_Up:
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keyCode = 0x26;
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break;
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case Qt::Key::Key_Down:
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keyCode = 0x28;
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break;
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case Qt::Key::Key_QuoteLeft:
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keyCode = 0xC0;
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break;
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case Qt::Key::Key_Apostrophe:
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keyCode = 0xDE;
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break;
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case Qt::Key::Key_Pause:
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keyCode = 0x13;
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break;
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// FIXME: Numpad keys
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default:
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qWarning() << "Unhandled key: " << key;
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return;
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}
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}
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LiSendKeyboardEvent(0x80 | keyCode, keyAction, modifierFlags);
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}
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void
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StreamWidget::keyPressEvent(QKeyEvent *event)
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{
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handleKeyEvent(event);
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}
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void
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StreamWidget::keyReleaseEvent(QKeyEvent *event)
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{
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handleKeyEvent(event);
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}
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void
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StreamWidget::gamepadAxisEvent(int deviceId, QGamepadManager::GamepadAxis axis, double value)
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{
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GamepadState* gamepad = m_Gamepads.value(deviceId, nullptr);
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Q_ASSERT(gamepad != nullptr);
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switch (axis)
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{
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case QGamepadManager::GamepadAxis::AxisLeftX:
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gamepad->LeftStickX = value * 0x7FFF;
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break;
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case QGamepadManager::GamepadAxis::AxisLeftY:
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gamepad->LeftStickY = value * 0x7FFF;
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break;
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case QGamepadManager::GamepadAxis::AxisRightX:
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gamepad->RightStickX = value * 0x7FFF;
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break;
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case QGamepadManager::GamepadAxis::AxisRightY:
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gamepad->RightStickY = value * 0x7FFF;
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break;
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default:
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qWarning() << "Unhandled axis: " << axis;
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Q_ASSERT(false);
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return;
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}
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}
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void
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StreamWidget::handleGamepadButtonEvent(int deviceId, QGamepadManager::GamepadButton button, double value)
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{
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GamepadState* gamepad = m_Gamepads.value(deviceId, nullptr);
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Q_ASSERT(gamepad != nullptr);
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// Triggers are special cases
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if (button == QGamepadManager::GamepadButton::ButtonL2)
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{
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gamepad->LeftTrigger = value * 0xFF;
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}
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else if (button == QGamepadManager::GamepadButton::ButtonR2)
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{
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gamepad->RightTrigger = value * 0xFF;
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}
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else
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{
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short buttonFlag;
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switch (button)
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{
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case QGamepadManager::GamepadButton::ButtonA:
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buttonFlag = A_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonB:
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buttonFlag = B_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonX:
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buttonFlag = X_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonY:
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buttonFlag = Y_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonSelect:
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buttonFlag = BACK_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonStart:
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buttonFlag = PLAY_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonGuide:
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buttonFlag = SPECIAL_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonUp:
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buttonFlag = UP_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonDown:
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buttonFlag = DOWN_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonLeft:
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buttonFlag = LEFT_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonRight:
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buttonFlag = RIGHT_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonL3:
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buttonFlag = LS_CLK_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonR3:
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buttonFlag = RS_CLK_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonL1:
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buttonFlag = LB_FLAG;
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break;
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case QGamepadManager::GamepadButton::ButtonR1:
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buttonFlag = RB_FLAG;
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break;
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default:
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qWarning() << "Unhandled button: " << button;
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return;
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}
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if (value != 0)
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{
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gamepad->ButtonFlags |= buttonFlag;
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}
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else
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{
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gamepad->ButtonFlags &= ~buttonFlag;
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}
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}
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LiSendMultiControllerEvent(gamepad->Index,
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m_ActiveGamepadMask,
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gamepad->ButtonFlags,
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gamepad->LeftTrigger,
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gamepad->RightTrigger,
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gamepad->LeftStickX,
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gamepad->LeftStickY,
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gamepad->RightStickX,
|
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gamepad->RightStickY);
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}
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void
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StreamWidget::gamepadButtonPressEvent(int deviceId, QGamepadManager::GamepadButton button, double value)
|
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{
|
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handleGamepadButtonEvent(deviceId, button, value);
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}
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|
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void
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StreamWidget::gamepadButtonReleaseEvent(int deviceId, QGamepadManager::GamepadButton button)
|
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{
|
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handleGamepadButtonEvent(deviceId, button, 0);
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}
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|
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void
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StreamWidget::gamepadConnected(int deviceId)
|
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{
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Q_ASSERT(!m_Gamepads.contains(deviceId));
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// Find an unallocated gamepad index and reserve it
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GamepadState* gamepad = new GamepadState();
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for (int i = 0; i < 4; i++)
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{
|
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if ((m_ActiveGamepadMask & (1 << i)) == 0)
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{
|
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m_ActiveGamepadMask |= (1 << i);
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gamepad->Index = i;
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break;
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}
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}
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qDebug() << "New gamepad connected " << deviceId << " at index " << gamepad->Index;
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m_Gamepads.insert(deviceId, gamepad);
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}
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|
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void
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StreamWidget::gamepadDisconnected(int deviceId)
|
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{
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GamepadState* gamepad = m_Gamepads.take(deviceId);
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Q_ASSERT(gamepad != nullptr);
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|
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qDebug() << "Gamepad disconnected " << deviceId << " at index " << gamepad->Index;
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// Clear the allocated gamepad index
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m_ActiveGamepadMask &= ~(1 << gamepad->Index);
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delete gamepad;
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}
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86
app/streamwidget.h
Normal file
86
app/streamwidget.h
Normal file
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@ -0,0 +1,86 @@
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#pragma once
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|
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#include <QWidget>
|
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#include <QMouseEvent>
|
||||
#include <QScrollEvent>
|
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#include <QKeyEvent>
|
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#include <QGamepad>
|
||||
|
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class GamepadState
|
||||
{
|
||||
public:
|
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GamepadState() :
|
||||
ButtonFlags(0),
|
||||
LeftStickX(0),
|
||||
LeftStickY(0),
|
||||
RightStickX(0),
|
||||
RightStickY(0),
|
||||
LeftTrigger(0),
|
||||
RightTrigger(0) {}
|
||||
|
||||
short Index;
|
||||
short ButtonFlags;
|
||||
short LeftStickX, LeftStickY;
|
||||
short RightStickX, RightStickY;
|
||||
unsigned char LeftTrigger, RightTrigger;
|
||||
};
|
||||
|
||||
class StreamWidget : public QWidget
|
||||
{
|
||||
Q_OBJECT
|
||||
public:
|
||||
explicit StreamWidget(QWidget *parent = nullptr);
|
||||
|
||||
protected:
|
||||
void
|
||||
mouseMoveEvent(QMouseEvent *event);
|
||||
|
||||
void
|
||||
wheelEvent(QWheelEvent *event);
|
||||
|
||||
void
|
||||
mousePressEvent(QMouseEvent *event);
|
||||
|
||||
void
|
||||
mouseReleaseEvent(QMouseEvent *event);
|
||||
|
||||
void
|
||||
keyPressEvent(QKeyEvent *event);
|
||||
|
||||
void
|
||||
keyReleaseEvent(QKeyEvent *event);
|
||||
|
||||
void
|
||||
gamepadConnected(int deviceId);
|
||||
|
||||
void
|
||||
gamepadDisconnected(int deviceId);
|
||||
|
||||
void
|
||||
gamepadAxisEvent(int deviceId, QGamepadManager::GamepadAxis axis, double value);
|
||||
|
||||
void
|
||||
gamepadButtonPressEvent(int deviceId, QGamepadManager::GamepadButton button, double value);
|
||||
|
||||
void
|
||||
gamepadButtonReleaseEvent(int deviceId, QGamepadManager::GamepadButton button);
|
||||
|
||||
signals:
|
||||
|
||||
public slots:
|
||||
|
||||
private:
|
||||
void
|
||||
handleMouseButtonEvent(QMouseEvent *event);
|
||||
|
||||
void
|
||||
handleKeyEvent(QKeyEvent *event);
|
||||
|
||||
void
|
||||
handleGamepadButtonEvent(int deviceId, QGamepadManager::GamepadButton button, double value);
|
||||
|
||||
int m_LastMouseX, m_LastMouseY;
|
||||
int m_ScrollDeltaX;
|
||||
short m_ActiveGamepadMask;
|
||||
QMap<int, GamepadState*> m_Gamepads;
|
||||
};
|
Loading…
Reference in a new issue