mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-16 06:12:28 +00:00
1358 lines
48 KiB
C++
1358 lines
48 KiB
C++
#include <Limelight.h>
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#include <SDL.h>
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#include "streaming/session.h"
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#include "settings/mappingmanager.h"
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#include "path.h"
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#include <QtGlobal>
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#include <QtMath>
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#include <QDir>
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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_F13 0x7C
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#define VK_NUMPAD0 0x60
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#endif
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#define MOUSE_POLLING_INTERVAL 5
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// How long the mouse button will be pressed for a tap to click gesture
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#define TAP_BUTTON_RELEASE_DELAY 100
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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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// How long the Start button must be pressed to toggle mouse emulation
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#define MOUSE_EMULATION_LONG_PRESS_TIME 750
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// How long between polling the gamepad to send virtual mouse input
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#define MOUSE_EMULATION_POLLING_INTERVAL 50
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// Determines how fast the mouse will move each interval
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#define MOUSE_EMULATION_MOTION_MULTIPLIER 4
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// Determines the maximum motion amount before allowing movement
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#define MOUSE_EMULATION_DEADZONE 2
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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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LS_CLK_FLAG, RS_CLK_FLAG,
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LB_FLAG, RB_FLAG,
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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*, int streamWidth, int streamHeight)
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: m_MultiController(prefs.multiController),
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m_GamepadMouse(prefs.gamepadMouse),
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m_MouseMoveTimer(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_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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// If mouse acceleration is enabled, use relative mode warp (which
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// is via normal motion events that are influenced by mouse acceleration).
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// Otherwise, we'll use raw input capture which is straight from the device
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// without modification by the OS.
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SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
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prefs.mouseAcceleration ? "1" : "0",
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SDL_HINT_OVERRIDE);
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#if defined(Q_OS_DARWIN) && !SDL_VERSION_ATLEAST(2, 0, 10)
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// SDL 2.0.9 on macOS has a broken HIDAPI mapping for the older Xbox One S
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// firmware, so we have to disable HIDAPI for Xbox gamepads on macOS until
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// SDL 2.0.10 where the bug is fixed.
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// https://github.com/moonlight-stream/moonlight-qt/issues/133
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// https://bugzilla.libsdl.org/show_bug.cgi?id=4395
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0");
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#endif
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// We must initialize joystick explicitly before gamecontroller in order
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// to ensure we receive gamecontroller attach events for gamepads where
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// SDL doesn't have a built-in mapping. By starting joystick first, we
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// can allow mapping manager to update the mappings before GC attach
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// events are generated.
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SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
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if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_JOYSTICK) failed: %s",
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SDL_GetError());
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}
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MappingManager mappingManager;
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mappingManager.applyMappings();
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// Flush gamepad arrival and departure events which may be queued before
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// starting the gamecontroller subsystem again. This prevents us from
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// receiving duplicate arrival and departure events for the same gamepad.
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SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
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SDL_FlushEvent(SDL_CONTROLLERDEVICEREMOVED);
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// We need to reinit this each time, since you only get
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// an initial set of gamepad arrival events once per init.
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SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
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SDL_GetError());
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}
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SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
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if (SDL_InitSubSystem(SDL_INIT_HAPTIC) != 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_HAPTIC) failed: %s",
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SDL_GetError());
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}
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// Initialize the gamepad mask with currently attached gamepads to avoid
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// causing gamepads to unexpectedly disappear and reappear on the host
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// during stream startup as we detect currently attached gamepads one at a time.
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m_GamepadMask = getAttachedGamepadMask();
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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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SDL_AtomicSet(&m_MouseDeltaX, 0);
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SDL_AtomicSet(&m_MouseDeltaY, 0);
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m_MouseMoveTimer = SDL_AddTimer(MOUSE_POLLING_INTERVAL, SdlInputHandler::mouseMoveTimerCallback, this);
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}
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SdlInputHandler::~SdlInputHandler()
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{
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for (int i = 0; i < MAX_GAMEPADS; i++) {
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if (m_GamepadState[i].mouseEmulationTimer != 0) {
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Session::get()->notifyMouseEmulationMode(false);
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SDL_RemoveTimer(m_GamepadState[i].mouseEmulationTimer);
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}
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if (m_GamepadState[i].haptic != nullptr) {
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SDL_HapticClose(m_GamepadState[i].haptic);
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}
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if (m_GamepadState[i].controller != nullptr) {
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SDL_GameControllerClose(m_GamepadState[i].controller);
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}
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}
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SDL_RemoveTimer(m_MouseMoveTimer);
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SDL_RemoveTimer(m_LeftButtonReleaseTimer);
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SDL_RemoveTimer(m_RightButtonReleaseTimer);
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SDL_RemoveTimer(m_DragTimer);
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SDL_QuitSubSystem(SDL_INIT_HAPTIC);
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SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
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SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
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SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
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SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
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SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
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// Return background event handling to off
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
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#ifdef STEAM_LINK
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// Hide SDL's cursor on Steam Link after quitting the stream.
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// FIXME: We should also do this for other situations where SDL
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// and Qt will draw their own mouse cursors like KMSDRM or RPi
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// video backends.
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SDL_ShowCursor(SDL_DISABLE);
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#endif
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}
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void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
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{
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short keyCode;
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char modifiers;
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// Check for our special key combos
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if ((event->state == SDL_PRESSED) &&
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(event->keysym.mod & KMOD_CTRL) &&
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(event->keysym.mod & KMOD_ALT) &&
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(event->keysym.mod & KMOD_SHIFT)) {
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// First we test the SDLK combos for matches,
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// that way we ensure that latin keyboard users
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// can match to the key they see on their keyboards.
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// If nothing matches that, we'll then go on to
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// checking scancodes so non-latin keyboard users
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// can have working hotkeys (though possibly in
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// odd positions). We must do all SDLK tests before
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// any scancode tests to avoid issues in cases
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// where the SDLK for one shortcut collides with
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// the scancode of another.
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// Check for quit combo (Ctrl+Alt+Shift+Q)
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if (event->keysym.sym == SDLK_q) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected quit key combo (SDLK)");
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// Push a quit event to the main loop
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SDL_Event event;
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event.type = SDL_QUIT;
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event.quit.timestamp = SDL_GetTicks();
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SDL_PushEvent(&event);
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return;
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}
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// Check for the unbind combo (Ctrl+Alt+Shift+Z)
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else if (event->keysym.sym == SDLK_z) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected mouse capture toggle combo (SDLK)");
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// Stop handling future input
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SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
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// Force raise all keys to ensure they aren't stuck,
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// since we won't get their key up events.
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raiseAllKeys();
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return;
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}
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else if (event->keysym.sym == SDLK_x) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected full-screen toggle combo (SDLK)");
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Session::s_ActiveSession->toggleFullscreen();
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// Force raise all keys just be safe across this full-screen/windowed
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// transition just in case key events get lost.
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raiseAllKeys();
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return;
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}
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else if (event->keysym.sym == SDLK_s) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected stats toggle combo (SDLK)");
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// Toggle the stats overlay
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Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
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!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
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// Force raise all keys just be safe across this full-screen/windowed
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// transition just in case key events get lost.
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raiseAllKeys();
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return;
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}
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// Check for quit combo (Ctrl+Alt+Shift+Q)
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else if (event->keysym.scancode == SDL_SCANCODE_Q) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected quit key combo (scancode)");
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// Push a quit event to the main loop
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SDL_Event event;
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event.type = SDL_QUIT;
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event.quit.timestamp = SDL_GetTicks();
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SDL_PushEvent(&event);
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return;
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}
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// Check for the unbind combo (Ctrl+Alt+Shift+Z)
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else if (event->keysym.scancode == SDL_SCANCODE_Z) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected mouse capture toggle combo (scancode)");
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// Stop handling future input
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SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
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// Force raise all keys to ensure they aren't stuck,
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// since we won't get their key up events.
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raiseAllKeys();
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return;
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}
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// Check for the full-screen combo (Ctrl+Alt+Shift+X)
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else if (event->keysym.scancode == SDL_SCANCODE_X) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected full-screen toggle combo (scancode)");
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Session::s_ActiveSession->toggleFullscreen();
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// Force raise all keys just be safe across this full-screen/windowed
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// transition just in case key events get lost.
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raiseAllKeys();
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return;
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}
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else if (event->keysym.scancode == SDL_SCANCODE_S) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected stats toggle combo (scancode)");
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// Toggle the stats overlay
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Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
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!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
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// Force raise all keys just be safe across this full-screen/windowed
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// transition just in case key events get lost.
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raiseAllKeys();
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return;
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}
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}
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if (!SDL_GetRelativeMouseMode()) {
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// Not capturing
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return;
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}
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// Set modifier flags
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modifiers = 0;
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if (event->keysym.mod & KMOD_CTRL) {
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modifiers |= MODIFIER_CTRL;
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}
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if (event->keysym.mod & KMOD_ALT) {
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modifiers |= MODIFIER_ALT;
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}
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if (event->keysym.mod & KMOD_SHIFT) {
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modifiers |= MODIFIER_SHIFT;
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}
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// Set keycode. We explicitly use scancode here because GFE will try to correct
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// for AZERTY layouts on the host but it depends on receiving VK_ values matching
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// a QWERTY layout to work.
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if (event->keysym.scancode >= SDL_SCANCODE_1 && event->keysym.scancode <= SDL_SCANCODE_9) {
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// SDL defines SDL_SCANCODE_0 > SDL_SCANCODE_9, so we need to handle that manually
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keyCode = (event->keysym.scancode - SDL_SCANCODE_1) + VK_0 + 1;
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}
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else if (event->keysym.scancode >= SDL_SCANCODE_A && event->keysym.scancode <= SDL_SCANCODE_Z) {
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keyCode = (event->keysym.scancode - SDL_SCANCODE_A) + VK_A;
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}
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else if (event->keysym.scancode >= SDL_SCANCODE_F1 && event->keysym.scancode <= SDL_SCANCODE_F12) {
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keyCode = (event->keysym.scancode - SDL_SCANCODE_F1) + VK_F1;
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}
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else if (event->keysym.scancode >= SDL_SCANCODE_F13 && event->keysym.scancode <= SDL_SCANCODE_F24) {
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keyCode = (event->keysym.scancode - SDL_SCANCODE_F13) + VK_F13;
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}
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else if (event->keysym.scancode >= SDL_SCANCODE_KP_1 && event->keysym.scancode <= SDL_SCANCODE_KP_9) {
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// SDL defines SDL_SCANCODE_KP_0 > SDL_SCANCODE_KP_9, so we need to handle that manually
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keyCode = (event->keysym.scancode - SDL_SCANCODE_KP_1) + VK_NUMPAD0 + 1;
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}
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else {
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switch (event->keysym.scancode) {
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case SDL_SCANCODE_BACKSPACE:
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keyCode = 0x08;
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break;
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case SDL_SCANCODE_TAB:
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keyCode = 0x09;
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break;
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case SDL_SCANCODE_CLEAR:
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keyCode = 0x0C;
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break;
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case SDL_SCANCODE_KP_ENTER: // FIXME: Is this correct?
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case SDL_SCANCODE_RETURN:
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keyCode = 0x0D;
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break;
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case SDL_SCANCODE_PAUSE:
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keyCode = 0x13;
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break;
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case SDL_SCANCODE_CAPSLOCK:
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keyCode = 0x14;
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break;
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case SDL_SCANCODE_ESCAPE:
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keyCode = 0x1B;
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break;
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case SDL_SCANCODE_SPACE:
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keyCode = 0x20;
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break;
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case SDL_SCANCODE_PAGEUP:
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keyCode = 0x21;
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break;
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case SDL_SCANCODE_PAGEDOWN:
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keyCode = 0x22;
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break;
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case SDL_SCANCODE_END:
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keyCode = 0x23;
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break;
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case SDL_SCANCODE_HOME:
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keyCode = 0x24;
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break;
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case SDL_SCANCODE_LEFT:
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keyCode = 0x25;
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break;
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case SDL_SCANCODE_UP:
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keyCode = 0x26;
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break;
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case SDL_SCANCODE_RIGHT:
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keyCode = 0x27;
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break;
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case SDL_SCANCODE_DOWN:
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keyCode = 0x28;
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break;
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case SDL_SCANCODE_SELECT:
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keyCode = 0x29;
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break;
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case SDL_SCANCODE_EXECUTE:
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keyCode = 0x2B;
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break;
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case SDL_SCANCODE_PRINTSCREEN:
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keyCode = 0x2C;
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break;
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case SDL_SCANCODE_INSERT:
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keyCode = 0x2D;
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break;
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case SDL_SCANCODE_DELETE:
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keyCode = 0x2E;
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break;
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case SDL_SCANCODE_HELP:
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keyCode = 0x2F;
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break;
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case SDL_SCANCODE_KP_0:
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// See comment above about why we only handle SDL_SCANCODE_KP_0 here
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keyCode = VK_NUMPAD0;
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break;
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case SDL_SCANCODE_0:
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// See comment above about why we only handle SDL_SCANCODE_0 here
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keyCode = VK_0;
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break;
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case SDL_SCANCODE_KP_MULTIPLY:
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keyCode = 0x6A;
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break;
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case SDL_SCANCODE_KP_PLUS:
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keyCode = 0x6B;
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break;
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case SDL_SCANCODE_KP_COMMA:
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keyCode = 0x6C;
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break;
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case SDL_SCANCODE_KP_MINUS:
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keyCode = 0x6D;
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break;
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case SDL_SCANCODE_KP_PERIOD:
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keyCode = 0x6E;
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break;
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case SDL_SCANCODE_KP_DIVIDE:
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keyCode = 0x6F;
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break;
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case SDL_SCANCODE_NUMLOCKCLEAR:
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keyCode = 0x90;
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break;
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case SDL_SCANCODE_SCROLLLOCK:
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keyCode = 0x91;
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break;
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case SDL_SCANCODE_LSHIFT:
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keyCode = 0xA0;
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break;
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case SDL_SCANCODE_RSHIFT:
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keyCode = 0xA1;
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break;
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case SDL_SCANCODE_LCTRL:
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keyCode = 0xA2;
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break;
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case SDL_SCANCODE_RCTRL:
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keyCode = 0xA3;
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break;
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case SDL_SCANCODE_LALT:
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keyCode = 0xA4;
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break;
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case SDL_SCANCODE_RALT:
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keyCode = 0xA5;
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break;
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case SDL_SCANCODE_AC_BACK:
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keyCode = 0xA6;
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break;
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case SDL_SCANCODE_AC_FORWARD:
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keyCode = 0xA7;
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break;
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case SDL_SCANCODE_AC_REFRESH:
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keyCode = 0xA8;
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break;
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case SDL_SCANCODE_AC_STOP:
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keyCode = 0xA9;
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break;
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case SDL_SCANCODE_AC_SEARCH:
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keyCode = 0xAA;
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break;
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case SDL_SCANCODE_AC_BOOKMARKS:
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keyCode = 0xAB;
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break;
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case SDL_SCANCODE_AC_HOME:
|
|
keyCode = 0xAC;
|
|
break;
|
|
case SDL_SCANCODE_SEMICOLON:
|
|
keyCode = 0xBA;
|
|
break;
|
|
case SDL_SCANCODE_EQUALS:
|
|
keyCode = 0xBB;
|
|
break;
|
|
case SDL_SCANCODE_COMMA:
|
|
keyCode = 0xBC;
|
|
break;
|
|
case SDL_SCANCODE_MINUS:
|
|
keyCode = 0xBD;
|
|
break;
|
|
case SDL_SCANCODE_PERIOD:
|
|
keyCode = 0xBE;
|
|
break;
|
|
case SDL_SCANCODE_SLASH:
|
|
keyCode = 0xBF;
|
|
break;
|
|
case SDL_SCANCODE_GRAVE:
|
|
keyCode = 0xC0;
|
|
break;
|
|
case SDL_SCANCODE_LEFTBRACKET:
|
|
keyCode = 0xDB;
|
|
break;
|
|
case SDL_SCANCODE_BACKSLASH:
|
|
keyCode = 0xDC;
|
|
break;
|
|
case SDL_SCANCODE_RIGHTBRACKET:
|
|
keyCode = 0xDD;
|
|
break;
|
|
case SDL_SCANCODE_APOSTROPHE:
|
|
keyCode = 0xDE;
|
|
break;
|
|
case SDL_SCANCODE_NONUSBACKSLASH:
|
|
keyCode = 0xE2;
|
|
break;
|
|
default:
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unhandled button event: %d",
|
|
event->keysym.scancode);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Track the key state so we always know which keys are down
|
|
if (event->state == SDL_PRESSED) {
|
|
m_KeysDown.insert(keyCode);
|
|
}
|
|
else {
|
|
m_KeysDown.remove(keyCode);
|
|
}
|
|
|
|
LiSendKeyboardEvent(keyCode,
|
|
event->state == SDL_PRESSED ?
|
|
KEY_ACTION_DOWN : KEY_ACTION_UP,
|
|
modifiers);
|
|
}
|
|
|
|
void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
|
|
{
|
|
int button;
|
|
|
|
// Capture the mouse again if clicked when unbound.
|
|
// We start capture on left button released instead of
|
|
// pressed to avoid sending an errant mouse button released
|
|
// event to the host when clicking into our window (since
|
|
// the pressed event was consumed by this code).
|
|
if (event->button == SDL_BUTTON_LEFT &&
|
|
event->state == SDL_RELEASED &&
|
|
!SDL_GetRelativeMouseMode()) {
|
|
SDL_SetRelativeMouseMode(SDL_TRUE);
|
|
return;
|
|
}
|
|
else if (!SDL_GetRelativeMouseMode()) {
|
|
// Not capturing
|
|
return;
|
|
}
|
|
else if (event->which == SDL_TOUCH_MOUSEID) {
|
|
// Ignore synthetic mouse events
|
|
return;
|
|
}
|
|
|
|
switch (event->button)
|
|
{
|
|
case SDL_BUTTON_LEFT:
|
|
button = BUTTON_LEFT;
|
|
break;
|
|
case SDL_BUTTON_MIDDLE:
|
|
button = BUTTON_MIDDLE;
|
|
break;
|
|
case SDL_BUTTON_RIGHT:
|
|
button = BUTTON_RIGHT;
|
|
break;
|
|
case SDL_BUTTON_X1:
|
|
button = BUTTON_X1;
|
|
break;
|
|
case SDL_BUTTON_X2:
|
|
button = BUTTON_X2;
|
|
break;
|
|
default:
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unhandled button event: %d",
|
|
event->button);
|
|
return;
|
|
}
|
|
|
|
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
|
|
BUTTON_ACTION_PRESS :
|
|
BUTTON_ACTION_RELEASE,
|
|
button);
|
|
}
|
|
|
|
void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
|
|
{
|
|
if (!SDL_GetRelativeMouseMode()) {
|
|
// Not capturing
|
|
return;
|
|
}
|
|
else if (event->which == SDL_TOUCH_MOUSEID) {
|
|
// Ignore synthetic mouse events
|
|
return;
|
|
}
|
|
|
|
// Batch until the next mouse polling window or we'll get awful
|
|
// input lag everything except GFE 3.14 and 3.15.
|
|
SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
|
|
SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
|
|
}
|
|
|
|
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
|
|
{
|
|
if (!SDL_GetRelativeMouseMode()) {
|
|
// Not capturing
|
|
return;
|
|
}
|
|
else if (event->which == SDL_TOUCH_MOUSEID) {
|
|
// Ignore synthetic mouse events
|
|
return;
|
|
}
|
|
|
|
if (event->y != 0) {
|
|
LiSendScrollEvent((signed char)event->y);
|
|
}
|
|
}
|
|
|
|
GamepadState*
|
|
SdlInputHandler::findStateForGamepad(SDL_JoystickID id)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_GAMEPADS; i++) {
|
|
if (m_GamepadState[i].jsId == id) {
|
|
SDL_assert(!m_MultiController || m_GamepadState[i].index == i);
|
|
return &m_GamepadState[i];
|
|
}
|
|
}
|
|
|
|
// This should only happen with > 4 gamepads
|
|
SDL_assert(SDL_NumJoysticks() > 4);
|
|
return nullptr;
|
|
}
|
|
|
|
void SdlInputHandler::sendGamepadState(GamepadState* state)
|
|
{
|
|
SDL_assert(m_GamepadMask == 0x1 || m_MultiController);
|
|
LiSendMultiControllerEvent(state->index,
|
|
m_GamepadMask,
|
|
state->buttons,
|
|
state->lt,
|
|
state->rt,
|
|
state->lsX,
|
|
state->lsY,
|
|
state->rsX,
|
|
state->rsY);
|
|
}
|
|
|
|
Uint32 SdlInputHandler::releaseLeftButtonTimerCallback(Uint32, void*)
|
|
{
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
|
|
return 0;
|
|
}
|
|
|
|
Uint32 SdlInputHandler::releaseRightButtonTimerCallback(Uint32, void*)
|
|
{
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
|
|
return 0;
|
|
}
|
|
|
|
Uint32 SdlInputHandler::dragTimerCallback(Uint32, void *param)
|
|
{
|
|
auto me = reinterpret_cast<SdlInputHandler*>(param);
|
|
|
|
// Check how many fingers are down now to decide
|
|
// which button to hold down
|
|
if (me->m_NumFingersDown == 2) {
|
|
me->m_DragButton = BUTTON_RIGHT;
|
|
}
|
|
else if (me->m_NumFingersDown == 1) {
|
|
me->m_DragButton = BUTTON_LEFT;
|
|
}
|
|
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, me->m_DragButton);
|
|
|
|
return 0;
|
|
}
|
|
|
|
Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
|
|
{
|
|
auto me = reinterpret_cast<SdlInputHandler*>(param);
|
|
|
|
short deltaX = (short)SDL_AtomicSet(&me->m_MouseDeltaX, 0);
|
|
short deltaY = (short)SDL_AtomicSet(&me->m_MouseDeltaY, 0);
|
|
|
|
if (deltaX != 0 || deltaY != 0) {
|
|
LiSendMouseMoveEvent(deltaX, deltaY);
|
|
}
|
|
|
|
return interval;
|
|
}
|
|
|
|
Uint32 SdlInputHandler::mouseEmulationTimerCallback(Uint32 interval, void *param)
|
|
{
|
|
auto gamepad = reinterpret_cast<GamepadState*>(param);
|
|
|
|
short rawX;
|
|
short rawY;
|
|
|
|
// Determine which analog stick is currently receiving the strongest input
|
|
if ((uint32_t)qAbs(gamepad->lsX) + qAbs(gamepad->lsY) > (uint32_t)qAbs(gamepad->rsX) + qAbs(gamepad->rsY)) {
|
|
rawX = gamepad->lsX;
|
|
rawY = -gamepad->lsY;
|
|
}
|
|
else {
|
|
rawX = gamepad->rsX;
|
|
rawY = -gamepad->rsY;
|
|
}
|
|
|
|
float deltaX;
|
|
float deltaY;
|
|
|
|
// Produce a base vector for mouse movement with increased speed as we deviate further from center
|
|
deltaX = qPow(rawX / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
|
|
deltaY = qPow(rawY / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
|
|
|
|
// Enforce deadzones
|
|
deltaX = qAbs(deltaX) > MOUSE_EMULATION_DEADZONE ? deltaX - MOUSE_EMULATION_DEADZONE : 0;
|
|
deltaY = qAbs(deltaY) > MOUSE_EMULATION_DEADZONE ? deltaY - MOUSE_EMULATION_DEADZONE : 0;
|
|
|
|
if (deltaX != 0 || deltaY != 0) {
|
|
LiSendMouseMoveEvent((short)deltaX, (short)deltaY);
|
|
}
|
|
|
|
return interval;
|
|
}
|
|
|
|
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
|
|
{
|
|
SDL_JoystickID gameControllerId = event->which;
|
|
GamepadState* state = findStateForGamepad(gameControllerId);
|
|
if (state == NULL) {
|
|
return;
|
|
}
|
|
|
|
// Batch all pending axis motion events for this gamepad to save CPU time
|
|
SDL_Event nextEvent;
|
|
for (;;) {
|
|
switch (event->axis)
|
|
{
|
|
case SDL_CONTROLLER_AXIS_LEFTX:
|
|
state->lsX = event->value;
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_LEFTY:
|
|
// Signed values have one more negative value than
|
|
// positive value, so inverting the sign on -32768
|
|
// could actually cause the value to overflow and
|
|
// wrap around to be negative again. Avoid that by
|
|
// capping the value at 32767.
|
|
state->lsY = -qMax(event->value, (short)-32767);
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_RIGHTX:
|
|
state->rsX = event->value;
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_RIGHTY:
|
|
state->rsY = -qMax(event->value, (short)-32767);
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
|
|
state->lt = (unsigned char)(event->value * 255UL / 32767);
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
|
|
state->rt = (unsigned char)(event->value * 255UL / 32767);
|
|
break;
|
|
default:
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unhandled controller axis: %d",
|
|
event->axis);
|
|
return;
|
|
}
|
|
|
|
// Check for another event to batch with
|
|
if (SDL_PeepEvents(&nextEvent, 1, SDL_PEEKEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION) <= 0) {
|
|
break;
|
|
}
|
|
|
|
event = &nextEvent.caxis;
|
|
if (event->which != gameControllerId) {
|
|
// Stop batching if a different gamepad interrupts us
|
|
break;
|
|
}
|
|
|
|
// Remove the next event to batch
|
|
SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION);
|
|
}
|
|
|
|
// Only send the gamepad state to the host if it's not in mouse emulation mode
|
|
if (state->mouseEmulationTimer == 0) {
|
|
sendGamepadState(state);
|
|
}
|
|
}
|
|
|
|
void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
|
|
{
|
|
GamepadState* state = findStateForGamepad(event->which);
|
|
if (state == NULL) {
|
|
return;
|
|
}
|
|
|
|
if (event->state == SDL_PRESSED) {
|
|
state->buttons |= k_ButtonMap[event->button];
|
|
|
|
if (event->button == SDL_CONTROLLER_BUTTON_START) {
|
|
state->lastStartDownTime = SDL_GetTicks();
|
|
}
|
|
else if (state->mouseEmulationTimer != 0) {
|
|
if (event->button == SDL_CONTROLLER_BUTTON_A) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_MIDDLE);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X1);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X2);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_UP) {
|
|
LiSendScrollEvent(1);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_DOWN) {
|
|
LiSendScrollEvent(-1);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
state->buttons &= ~k_ButtonMap[event->button];
|
|
|
|
if (event->button == SDL_CONTROLLER_BUTTON_START) {
|
|
if (SDL_GetTicks() - state->lastStartDownTime > MOUSE_EMULATION_LONG_PRESS_TIME) {
|
|
if (state->mouseEmulationTimer != 0) {
|
|
SDL_RemoveTimer(state->mouseEmulationTimer);
|
|
state->mouseEmulationTimer = 0;
|
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Mouse emulation deactivated");
|
|
Session::get()->notifyMouseEmulationMode(false);
|
|
}
|
|
else if (m_GamepadMouse) {
|
|
// Send the start button up event to the host, since we won't do it below
|
|
sendGamepadState(state);
|
|
|
|
state->mouseEmulationTimer = SDL_AddTimer(MOUSE_EMULATION_POLLING_INTERVAL, SdlInputHandler::mouseEmulationTimerCallback, state);
|
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Mouse emulation active");
|
|
Session::get()->notifyMouseEmulationMode(true);
|
|
}
|
|
}
|
|
}
|
|
else if (state->mouseEmulationTimer != 0) {
|
|
if (event->button == SDL_CONTROLLER_BUTTON_A) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_MIDDLE);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X1);
|
|
}
|
|
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle Start+Select+L1+R1 as a gamepad quit combo
|
|
if (state->buttons == (PLAY_FLAG | BACK_FLAG | LB_FLAG | RB_FLAG)) {
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Detected quit gamepad button combo");
|
|
|
|
// Push a quit event to the main loop
|
|
SDL_Event event;
|
|
event.type = SDL_QUIT;
|
|
event.quit.timestamp = SDL_GetTicks();
|
|
SDL_PushEvent(&event);
|
|
|
|
// Clear buttons down on this gameapd
|
|
LiSendMultiControllerEvent(state->index, m_GamepadMask,
|
|
0, 0, 0, 0, 0, 0, 0);
|
|
return;
|
|
}
|
|
|
|
// Only send the gamepad state to the host if it's not in mouse emulation mode
|
|
if (state->mouseEmulationTimer == 0) {
|
|
sendGamepadState(state);
|
|
}
|
|
}
|
|
|
|
void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
|
|
{
|
|
GamepadState* state;
|
|
|
|
if (event->type == SDL_CONTROLLERDEVICEADDED) {
|
|
int i;
|
|
const char* name;
|
|
SDL_GameController* controller;
|
|
const char* mapping;
|
|
char guidStr[33];
|
|
|
|
controller = SDL_GameControllerOpen(event->which);
|
|
if (controller == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Failed to open gamepad: %s",
|
|
SDL_GetError());
|
|
return;
|
|
}
|
|
|
|
// We used to use SDL_GameControllerGetPlayerIndex() here but that
|
|
// can lead to strange issues due to bugs in Windows where an Xbox
|
|
// controller will join as player 2, even though no player 1 controller
|
|
// is connected at all. This pretty much screws any attempt to use
|
|
// the gamepad in single player games, so just assign them in order from 0.
|
|
i = 0;
|
|
|
|
for (; i < MAX_GAMEPADS; i++) {
|
|
SDL_assert(m_GamepadState[i].controller != controller);
|
|
if (m_GamepadState[i].controller == NULL) {
|
|
// Found an empty slot
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == MAX_GAMEPADS) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"No open gamepad slots found!");
|
|
SDL_GameControllerClose(controller);
|
|
return;
|
|
}
|
|
|
|
state = &m_GamepadState[i];
|
|
if (m_MultiController) {
|
|
state->index = i;
|
|
}
|
|
else {
|
|
// Always player 1 in single controller mode
|
|
state->index = 0;
|
|
}
|
|
|
|
state->controller = controller;
|
|
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
|
|
state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
|
|
state->hapticEffectId = -1;
|
|
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_NONE;
|
|
if (state->haptic != nullptr) {
|
|
if ((SDL_HapticQuery(state->haptic) & SDL_HAPTIC_LEFTRIGHT) == 0) {
|
|
if (SDL_HapticRumbleSupported(state->haptic)) {
|
|
if (SDL_HapticRumbleInit(state->haptic) == 0) {
|
|
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE;
|
|
}
|
|
}
|
|
if (state->hapticMethod == GAMEPAD_HAPTIC_METHOD_NONE) {
|
|
SDL_HapticClose(state->haptic);
|
|
state->haptic = nullptr;
|
|
}
|
|
} else {
|
|
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_LEFTRIGHT;
|
|
}
|
|
}
|
|
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(state->controller)),
|
|
guidStr, sizeof(guidStr));
|
|
mapping = SDL_GameControllerMapping(state->controller);
|
|
name = SDL_GameControllerName(state->controller);
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Gamepad %d (player %d) is: %s (%s -> %s)",
|
|
i,
|
|
state->index,
|
|
name != nullptr ? name : "<null>",
|
|
guidStr,
|
|
mapping != nullptr ? mapping : "<null>");
|
|
if (mapping != nullptr) {
|
|
SDL_free((void*)mapping);
|
|
}
|
|
|
|
// Add this gamepad to the gamepad mask
|
|
if (m_MultiController) {
|
|
// NB: Don't assert that it's unset here because we will already
|
|
// have the mask set for initially attached gamepads to avoid confusing
|
|
// apps running on the host.
|
|
m_GamepadMask |= (1 << state->index);
|
|
}
|
|
else {
|
|
SDL_assert(m_GamepadMask == 0x1);
|
|
}
|
|
|
|
// Send an empty event to tell the PC we've arrived
|
|
sendGamepadState(state);
|
|
}
|
|
else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
|
|
state = findStateForGamepad(event->which);
|
|
if (state != NULL) {
|
|
if (state->mouseEmulationTimer != 0) {
|
|
Session::get()->notifyMouseEmulationMode(false);
|
|
SDL_RemoveTimer(state->mouseEmulationTimer);
|
|
}
|
|
|
|
SDL_GameControllerClose(state->controller);
|
|
if (state->haptic != nullptr) {
|
|
SDL_HapticClose(state->haptic);
|
|
}
|
|
|
|
// Remove this from the gamepad mask in MC-mode
|
|
if (m_MultiController) {
|
|
SDL_assert(m_GamepadMask & (1 << state->index));
|
|
m_GamepadMask &= ~(1 << state->index);
|
|
}
|
|
else {
|
|
SDL_assert(m_GamepadMask == 0x1);
|
|
}
|
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Gamepad %d is gone",
|
|
state->index);
|
|
|
|
// Send a final event to let the PC know this gamepad is gone
|
|
LiSendMultiControllerEvent(state->index, m_GamepadMask,
|
|
0, 0, 0, 0, 0, 0, 0);
|
|
|
|
// Clear all remaining state from this slot
|
|
SDL_memset(state, 0, sizeof(*state));
|
|
}
|
|
}
|
|
}
|
|
|
|
void SdlInputHandler::handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event)
|
|
{
|
|
SDL_assert(event->type == SDL_JOYDEVICEADDED);
|
|
|
|
if (!SDL_IsGameController(event->which)) {
|
|
char guidStr[33];
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(event->which),
|
|
guidStr, sizeof(guidStr));
|
|
const char* name = SDL_JoystickNameForIndex(event->which);
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Joystick discovered with no mapping: %s %s",
|
|
name ? name : "<UNKNOWN>",
|
|
guidStr);
|
|
SDL_Joystick* joy = SDL_JoystickOpen(event->which);
|
|
if (joy != nullptr) {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
|
|
SDL_JoystickNumAxes(joy), SDL_JoystickNumButtons(joy),
|
|
SDL_JoystickNumHats(joy));
|
|
SDL_JoystickClose(joy);
|
|
}
|
|
else {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unable to open joystick for query: %s",
|
|
SDL_GetError());
|
|
}
|
|
}
|
|
}
|
|
|
|
void SdlInputHandler::rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
|
|
{
|
|
// Make sure the controller number is within our supported count
|
|
if (controllerNumber >= MAX_GAMEPADS) {
|
|
return;
|
|
}
|
|
|
|
// Check if the controller supports haptics (and if the controller exists at all)
|
|
SDL_Haptic* haptic = m_GamepadState[controllerNumber].haptic;
|
|
if (haptic == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// Stop the last effect we played
|
|
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
|
|
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
|
|
SDL_HapticDestroyEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId);
|
|
}
|
|
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
|
|
SDL_HapticRumbleStop(haptic);
|
|
}
|
|
|
|
// If this callback is telling us to stop both motors, don't bother queuing a new effect
|
|
if (lowFreqMotor == 0 && highFreqMotor == 0) {
|
|
return;
|
|
}
|
|
|
|
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
|
|
SDL_HapticEffect effect;
|
|
SDL_memset(&effect, 0, sizeof(effect));
|
|
effect.type = SDL_HAPTIC_LEFTRIGHT;
|
|
|
|
// The effect should last until we are instructed to stop or change it
|
|
effect.leftright.length = SDL_HAPTIC_INFINITY;
|
|
|
|
// SDL haptics range from 0-32767 but XInput uses 0-65535, so divide by 2 to correct for SDL's scaling
|
|
effect.leftright.large_magnitude = lowFreqMotor / 2;
|
|
effect.leftright.small_magnitude = highFreqMotor / 2;
|
|
|
|
// Play the new effect
|
|
m_GamepadState[controllerNumber].hapticEffectId = SDL_HapticNewEffect(haptic, &effect);
|
|
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
|
|
SDL_HapticRunEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId, 1);
|
|
}
|
|
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
|
|
SDL_HapticRumblePlay(haptic,
|
|
std::min(1.0, (GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT*highFreqMotor +
|
|
GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT*lowFreqMotor) / 65535.0),
|
|
SDL_HAPTIC_INFINITY);
|
|
}
|
|
|
|
}
|
|
|
|
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
|
|
{
|
|
int fingerIndex = -1;
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 10)
|
|
if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
|
|
// Ignore anything that isn't a touchscreen. We may get callbacks
|
|
// for trackpads, but we want to handle those in the mouse path.
|
|
return;
|
|
}
|
|
#elif defined(Q_OS_DARWIN)
|
|
// SDL2 sends touch events from trackpads by default on
|
|
// macOS. This totally screws our actual mouse handling,
|
|
// so we must explicitly ignore touch events on macOS
|
|
// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
|
|
// to tell them apart.
|
|
return;
|
|
#endif
|
|
|
|
// 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
|
|
// where the finger will not be in SDL_GetTouchFinger()
|
|
// anymore.
|
|
if (event->type != SDL_FINGERDOWN) {
|
|
for (int i = 0; i < MAX_FINGERS; i++) {
|
|
if (event->fingerId == m_TouchDownEvent[i].fingerId) {
|
|
fingerIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// Resolve the new finger by determining the ID of each
|
|
// finger on the display.
|
|
int numTouchFingers = SDL_GetNumTouchFingers(event->touchId);
|
|
for (int i = 0; i < numTouchFingers; i++) {
|
|
SDL_Finger* finger = SDL_GetTouchFinger(event->touchId, i);
|
|
SDL_assert(finger != nullptr);
|
|
if (finger != nullptr) {
|
|
if (finger->id == event->fingerId) {
|
|
fingerIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (fingerIndex < 0 || fingerIndex >= MAX_FINGERS) {
|
|
// Too many fingers
|
|
return;
|
|
}
|
|
|
|
// Handle cursor motion based on the position of the
|
|
// primary finger on screen
|
|
if (fingerIndex == 0) {
|
|
// 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<short>(event->dx * m_StreamWidth);
|
|
short deltaY = static_cast<short>(event->dy * m_StreamHeight);
|
|
if (deltaX != 0 || deltaY != 0) {
|
|
LiSendMouseMoveEvent(deltaX, deltaY);
|
|
}
|
|
}
|
|
|
|
// Start a drag timer when primary or secondary
|
|
// fingers go down
|
|
if (event->type == SDL_FINGERDOWN &&
|
|
(fingerIndex == 0 || fingerIndex == 1)) {
|
|
SDL_RemoveTimer(m_DragTimer);
|
|
m_DragTimer = SDL_AddTimer(DRAG_ACTIVATION_DELAY,
|
|
dragTimerCallback,
|
|
this);
|
|
}
|
|
|
|
if (event->type == SDL_FINGERMOTION) {
|
|
// 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) {
|
|
// Cancel the drag timer on finger up
|
|
SDL_RemoveTimer(m_DragTimer);
|
|
m_DragTimer = 0;
|
|
|
|
// Release any drag
|
|
if (m_DragButton != 0) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, m_DragButton);
|
|
m_DragButton = 0;
|
|
}
|
|
// 2 finger tap
|
|
else if (event->timestamp - m_TouchDownEvent[1].timestamp < 250) {
|
|
// Zero timestamp of the primary finger to ensure we won't
|
|
// generate a left click if the primary finger comes up soon.
|
|
m_TouchDownEvent[0].timestamp = 0;
|
|
|
|
// Press down the right mouse button
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
|
|
|
|
// Queue a timer to release it in 100 ms
|
|
SDL_RemoveTimer(m_RightButtonReleaseTimer);
|
|
m_RightButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
|
|
releaseRightButtonTimerCallback,
|
|
nullptr);
|
|
}
|
|
// 1 finger tap
|
|
else if (event->timestamp - m_TouchDownEvent[0].timestamp < 250) {
|
|
// Press down the left mouse button
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
|
|
|
|
// Queue a timer to release it in 100 ms
|
|
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
|
|
m_LeftButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
|
|
releaseLeftButtonTimerCallback,
|
|
nullptr);
|
|
}
|
|
}
|
|
|
|
m_NumFingersDown = SDL_GetNumTouchFingers(event->touchId);
|
|
|
|
if (event->type == SDL_FINGERDOWN) {
|
|
m_TouchDownEvent[fingerIndex] = *event;
|
|
m_CumulativeDelta[fingerIndex] = 0;
|
|
}
|
|
else if (event->type == SDL_FINGERUP) {
|
|
m_TouchDownEvent[fingerIndex] = {};
|
|
}
|
|
}
|
|
|
|
int SdlInputHandler::getAttachedGamepadMask()
|
|
{
|
|
int count;
|
|
int mask;
|
|
|
|
if (!m_MultiController) {
|
|
// Player 1 is always present in non-MC mode
|
|
return 0x1;
|
|
}
|
|
|
|
count = mask = 0;
|
|
for (int i = 0; i < SDL_NumJoysticks(); i++) {
|
|
if (SDL_IsGameController(i)) {
|
|
mask |= (1 << count++);
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
void SdlInputHandler::raiseAllKeys()
|
|
{
|
|
if (m_KeysDown.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Raising %d keys",
|
|
m_KeysDown.count());
|
|
|
|
for (auto keyDown : m_KeysDown) {
|
|
LiSendKeyboardEvent(keyDown, KEY_ACTION_UP, 0);
|
|
}
|
|
|
|
m_KeysDown.clear();
|
|
}
|
|
|
|
QString SdlInputHandler::getUnmappedGamepads()
|
|
{
|
|
QString ret;
|
|
|
|
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
|
|
SDL_GetError());
|
|
}
|
|
|
|
MappingManager mappingManager;
|
|
mappingManager.applyMappings();
|
|
|
|
for (int i = 0; i < SDL_NumJoysticks(); i++) {
|
|
if (!SDL_IsGameController(i)) {
|
|
char guidStr[33];
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
|
|
guidStr, sizeof(guidStr));
|
|
const char* name = SDL_JoystickNameForIndex(i);
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unmapped joystick: %s %s",
|
|
name ? name : "<UNKNOWN>",
|
|
guidStr);
|
|
SDL_Joystick* joy = SDL_JoystickOpen(i);
|
|
if (joy != nullptr) {
|
|
int numButtons = SDL_JoystickNumButtons(joy);
|
|
int numHats = SDL_JoystickNumHats(joy);
|
|
int numAxes = SDL_JoystickNumAxes(joy);
|
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
|
|
numAxes, numButtons, numHats);
|
|
|
|
if ((numAxes >= 4 && numAxes <= 8) && numButtons >= 8 && numHats <= 1) {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Joystick likely to be an unmapped game controller");
|
|
if (!ret.isEmpty()) {
|
|
ret += ", ";
|
|
}
|
|
|
|
ret += name;
|
|
}
|
|
|
|
SDL_JoystickClose(joy);
|
|
}
|
|
else {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unable to open joystick for query: %s",
|
|
SDL_GetError());
|
|
}
|
|
}
|
|
}
|
|
|
|
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
|
|
|
return ret;
|
|
}
|