mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 13:52:28 +00:00
274 lines
9.4 KiB
C++
274 lines
9.4 KiB
C++
#include "input.h"
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#include <Limelight.h>
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#include <SDL.h>
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#include "streaming/streamutils.h"
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void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
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{
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int button;
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if (event->which == SDL_TOUCH_MOUSEID) {
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// Ignore synthetic mouse events
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return;
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}
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else if (!isCaptureActive()) {
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if (event->button == SDL_BUTTON_LEFT && event->state == SDL_RELEASED &&
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isMouseInVideoRegion(event->x, event->y)) {
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// Capture the mouse again if clicked when unbound.
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// We start capture on left button released instead of
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// pressed to avoid sending an errant mouse button released
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// event to the host when clicking into our window (since
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// the pressed event was consumed by this code).
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setCaptureActive(true);
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}
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// Not capturing
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return;
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}
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else if (m_AbsoluteMouseMode && !isMouseInVideoRegion(event->x, event->y) && event->state == SDL_PRESSED) {
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// Ignore button presses outside the video region, but allow button releases
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return;
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}
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switch (event->button)
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{
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case SDL_BUTTON_LEFT:
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button = BUTTON_LEFT;
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break;
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case SDL_BUTTON_MIDDLE:
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button = BUTTON_MIDDLE;
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break;
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case SDL_BUTTON_RIGHT:
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button = BUTTON_RIGHT;
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break;
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case SDL_BUTTON_X1:
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button = BUTTON_X1;
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break;
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case SDL_BUTTON_X2:
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button = BUTTON_X2;
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break;
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default:
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Unhandled button event: %d",
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event->button);
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return;
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}
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if (m_SwapMouseButtons) {
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if (button == BUTTON_RIGHT)
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button = BUTTON_LEFT;
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else if (button == BUTTON_LEFT)
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button = BUTTON_RIGHT;
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}
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// Ensure any pending mouse position update has been sent before we send
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// our button event. This ensures that the cursor is in the correct location
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// when the button event is issued.
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//
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// On platforms like macOS, the mouse doesn't track when the window isn't
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// focused. When we gain focus via mouse click, we immediately get a mouse
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// move event and a mouse button event. If we don't flush here, the button
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// will probably arrive before the mouse timer issues the position update.
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flushMousePositionUpdate();
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LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
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BUTTON_ACTION_PRESS :
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BUTTON_ACTION_RELEASE,
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button);
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}
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void SdlInputHandler::updateMousePositionReport(int mouseX, int mouseY)
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{
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int windowWidth, windowHeight;
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// Call SDL_GetWindowSize() before entering the spinlock
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SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
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SDL_AtomicLock(&m_MousePositionLock);
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m_MousePositionReport.x = mouseX;
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m_MousePositionReport.y = mouseY;
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m_MousePositionReport.windowWidth = windowWidth;
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m_MousePositionReport.windowHeight = windowHeight;
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SDL_AtomicUnlock(&m_MousePositionLock);
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SDL_AtomicSet(&m_MousePositionUpdated, 1);
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}
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void SdlInputHandler::flushMousePositionUpdate()
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{
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bool hasNewPosition = SDL_AtomicSet(&m_MousePositionUpdated, 0) != 0;
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if (hasNewPosition) {
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// If the lock is held now, the main thread is trying to update
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// the mouse position. We'll pick up the new position next time.
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if (SDL_AtomicTryLock(&m_MousePositionLock)) {
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SDL_Rect src, dst;
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bool mouseInVideoRegion;
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src.x = src.y = 0;
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src.w = m_StreamWidth;
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src.h = m_StreamHeight;
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dst.x = dst.y = 0;
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dst.w = m_MousePositionReport.windowWidth;
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dst.h = m_MousePositionReport.windowHeight;
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// Use the stream and window sizes to determine the video region
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StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
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mouseInVideoRegion = isMouseInVideoRegion(m_MousePositionReport.x,
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m_MousePositionReport.y,
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m_MousePositionReport.windowWidth,
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m_MousePositionReport.windowHeight);
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// Clamp motion to the video region
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short x = qMin(qMax(m_MousePositionReport.x - dst.x, 0), dst.w);
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short y = qMin(qMax(m_MousePositionReport.y - dst.y, 0), dst.h);
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// Release the spinlock to unblock the main thread
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SDL_AtomicUnlock(&m_MousePositionLock);
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// Send the mouse position update if one of the following is true:
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// a) it is in the video region now
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// b) it just left the video region (to ensure the mouse is clamped to the video boundary)
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// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
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Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
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if (buttonState == 0) {
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if (m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
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// Tell the main thread to stop capturing the mouse now
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SDL_Event event;
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event.type = SDL_USEREVENT;
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event.user.code = SDL_CODE_UNCAPTURE_MOUSE;
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SDL_PushEvent(&event);
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m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
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}
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}
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if (mouseInVideoRegion || m_MouseWasInVideoRegion || m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
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LiSendMousePositionEvent(x, y, dst.w, dst.h);
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}
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// Adjust the cursor visibility if applicable
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if (mouseInVideoRegion ^ m_MouseWasInVideoRegion) {
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// We must push an event for the main thread to process, because it's not safe
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// to directly can SDL_ShowCursor() on the arbitrary thread on which this timer
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// executes.
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SDL_Event event;
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event.type = SDL_USEREVENT;
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event.user.code = (mouseInVideoRegion && m_MouseCursorCapturedVisibilityState == SDL_DISABLE) ?
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SDL_CODE_HIDE_CURSOR : SDL_CODE_SHOW_CURSOR;
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SDL_PushEvent(&event);
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if (!mouseInVideoRegion && buttonState != 0) {
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// If we still have a button pressed on leave, wait for that to come up
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// before we stop sending mouse position events.
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m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
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}
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}
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m_MouseWasInVideoRegion = mouseInVideoRegion;
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}
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}
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}
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void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
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{
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if (!isCaptureActive()) {
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// Not capturing
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return;
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}
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else if (event->which == SDL_TOUCH_MOUSEID) {
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// Ignore synthetic mouse events
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return;
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}
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// Batch until the next mouse polling window or we'll get awful
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// input lag everything except GFE 3.14 and 3.15.
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if (m_AbsoluteMouseMode) {
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updateMousePositionReport(event->x, event->y);
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}
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else {
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SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
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SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
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}
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}
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void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
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{
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if (!isCaptureActive()) {
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// Not capturing
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return;
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}
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else if (event->which == SDL_TOUCH_MOUSEID) {
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// Ignore synthetic mouse events
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return;
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}
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if (m_AbsoluteMouseMode) {
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int mouseX, mouseY;
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SDL_GetMouseState(&mouseX, &mouseY);
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if (!isMouseInVideoRegion(mouseX, mouseY)) {
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// Ignore scroll events outside the video region
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return;
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}
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}
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#if SDL_VERSION_ATLEAST(2, 0, 18)
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if (event->preciseY != 0.0f) {
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// Invert the scroll direction if needed
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if (m_ReverseScrollDirection) {
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event->preciseY = -event->preciseY;
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}
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LiSendHighResScrollEvent((short)(event->preciseY * 120)); // WHEEL_DELTA
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}
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#else
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if (event->y != 0) {
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// Invert the scroll direction if needed
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if (m_ReverseScrollDirection) {
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event->y = -event->y;
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}
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LiSendScrollEvent((signed char)event->y);
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}
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#endif
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}
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bool SdlInputHandler::isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth, int windowHeight)
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{
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SDL_Rect src, dst;
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if (windowWidth < 0 || windowHeight < 0) {
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SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
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}
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src.x = src.y = 0;
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src.w = m_StreamWidth;
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src.h = m_StreamHeight;
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dst.x = dst.y = 0;
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dst.w = windowWidth;
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dst.h = windowHeight;
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// Use the stream and window sizes to determine the video region
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StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
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return (mouseX >= dst.x && mouseX <= dst.x + dst.w) &&
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(mouseY >= dst.y && mouseY <= dst.y + dst.h);
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}
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Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
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{
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auto me = reinterpret_cast<SdlInputHandler*>(param);
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short deltaX = (short)SDL_AtomicSet(&me->m_MouseDeltaX, 0);
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short deltaY = (short)SDL_AtomicSet(&me->m_MouseDeltaY, 0);
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if (deltaX != 0 || deltaY != 0) {
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LiSendMouseMoveEvent(deltaX, deltaY);
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}
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// Send mouse position updates if applicable
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me->flushMousePositionUpdate();
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return interval;
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}
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