#pragma once #include "settings/streamingpreferences.h" #include "backend/computermanager.h" #include struct GamepadState { SDL_GameController* controller; SDL_JoystickID jsId; short index; short buttons; short lsX, lsY; short rsX, rsY; unsigned char lt, rt; }; #define MAX_GAMEPADS 4 #define MAX_FINGERS 2 class SdlInputHandler { public: explicit SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer, int streamWidth, int streamHeight); ~SdlInputHandler(); void handleKeyEvent(SDL_KeyboardEvent* event); void handleMouseButtonEvent(SDL_MouseButtonEvent* event); void handleMouseMotionEvent(SDL_MouseMotionEvent* event); void handleMouseWheelEvent(SDL_MouseWheelEvent* event); void handleControllerAxisEvent(SDL_ControllerAxisEvent* event); void handleControllerButtonEvent(SDL_ControllerButtonEvent* event); void handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event); void handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event); void handleTouchFingerEvent(SDL_TouchFingerEvent* event); int getAttachedGamepadMask(); static QString getUnmappedGamepads(); private: GamepadState* findStateForGamepad(SDL_JoystickID id); void sendGamepadState(GamepadState* state); static Uint32 releaseLeftButtonTimerCallback(Uint32 interval, void* param); static Uint32 releaseRightButtonTimerCallback(Uint32 interval, void* param); static Uint32 dragTimerCallback(Uint32 interval, void* param); Uint32 m_LastMouseMotionTime; bool m_MultiController; bool m_NeedsInputDelay; int m_GamepadMask; GamepadState m_GamepadState[MAX_GAMEPADS]; SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS]; 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[]; };