mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-16 08:17:58 +00:00
175 lines
6.2 KiB
C++
175 lines
6.2 KiB
C++
#include "input.h"
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#include <Limelight.h>
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#include <SDL.h>
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#include <QtMath>
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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 0.01f
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Uint32 SdlInputHandler::releaseLeftButtonTimerCallback(Uint32, void*)
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{
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
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return 0;
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}
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Uint32 SdlInputHandler::releaseRightButtonTimerCallback(Uint32, void*)
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{
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
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return 0;
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}
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Uint32 SdlInputHandler::dragTimerCallback(Uint32, void *param)
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{
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auto me = reinterpret_cast<SdlInputHandler*>(param);
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// Check how many fingers are down now to decide
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// which button to hold down
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if (me->m_NumFingersDown == 2) {
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me->m_DragButton = BUTTON_RIGHT;
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}
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else if (me->m_NumFingersDown == 1) {
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me->m_DragButton = BUTTON_LEFT;
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}
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, me->m_DragButton);
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return 0;
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}
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void SdlInputHandler::handleRelativeFingerEvent(SDL_TouchFingerEvent* event)
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{
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int fingerIndex = -1;
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// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
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// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
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// or lower than those values as touch events continue for touches started within the client area that
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// leave the client area during a drag motion.
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// dx and dy are deltas from the last touch event, not the first touch down.
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// Determine the index of this finger using our list
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// of fingers that are currently active on screen.
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// This is also required to handle finger up which
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// where the finger will not be in SDL_GetTouchFinger()
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// anymore.
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if (event->type != SDL_FINGERDOWN) {
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for (int i = 0; i < MAX_FINGERS; i++) {
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if (event->fingerId == m_TouchDownEvent[i].fingerId) {
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fingerIndex = i;
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break;
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}
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}
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}
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else {
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// Resolve the new finger by determining the ID of each
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// finger on the display.
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int numTouchFingers = SDL_GetNumTouchFingers(event->touchId);
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for (int i = 0; i < numTouchFingers; i++) {
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SDL_Finger* finger = SDL_GetTouchFinger(event->touchId, i);
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SDL_assert(finger != nullptr);
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if (finger != nullptr) {
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if (finger->id == event->fingerId) {
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fingerIndex = i;
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break;
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}
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}
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}
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}
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if (fingerIndex < 0 || fingerIndex >= MAX_FINGERS) {
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// Too many fingers
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return;
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}
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// Handle cursor motion based on the position of the
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// primary finger on screen
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if (fingerIndex == 0) {
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// The event x and y values are relative to our window width
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// and height. However, we want to scale them to be relative
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// to the host resolution. Fortunately this is easy since we
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// already have normalized values. We'll just multiply them
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// by the stream dimensions to get real X and Y values rather
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// than the client window dimensions.
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short deltaX = static_cast<short>(event->dx * m_StreamWidth);
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short deltaY = static_cast<short>(event->dy * m_StreamHeight);
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if (deltaX != 0 || deltaY != 0) {
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LiSendMouseMoveEvent(deltaX, deltaY);
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}
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}
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// Start a drag timer when primary or secondary
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// fingers go down
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if (event->type == SDL_FINGERDOWN &&
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(fingerIndex == 0 || fingerIndex == 1)) {
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SDL_RemoveTimer(m_DragTimer);
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m_DragTimer = SDL_AddTimer(DRAG_ACTIVATION_DELAY,
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dragTimerCallback,
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this);
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}
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if (event->type == SDL_FINGERMOTION) {
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// If it's outside the deadzone delta, cancel drags and taps
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if (qSqrt(qPow(event->x - m_TouchDownEvent[fingerIndex].x, 2) +
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qPow(event->y - m_TouchDownEvent[fingerIndex].y, 2)) > DEAD_ZONE_DELTA) {
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SDL_RemoveTimer(m_DragTimer);
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m_DragTimer = 0;
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// This effectively cancels the tap logic below
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m_TouchDownEvent[fingerIndex].timestamp = 0;
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}
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}
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if (event->type == SDL_FINGERUP) {
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// Cancel the drag timer on finger up
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SDL_RemoveTimer(m_DragTimer);
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m_DragTimer = 0;
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// Release any drag
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if (m_DragButton != 0) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, m_DragButton);
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m_DragButton = 0;
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}
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// 2 finger tap
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else if (event->timestamp - m_TouchDownEvent[1].timestamp < 250) {
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// Zero timestamp of the primary finger to ensure we won't
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// generate a left click if the primary finger comes up soon.
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m_TouchDownEvent[0].timestamp = 0;
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// Press down the right mouse button
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
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// Queue a timer to release it in 100 ms
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SDL_RemoveTimer(m_RightButtonReleaseTimer);
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m_RightButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
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releaseRightButtonTimerCallback,
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nullptr);
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}
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// 1 finger tap
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else if (event->timestamp - m_TouchDownEvent[0].timestamp < 250) {
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// Press down the left mouse button
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
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// Queue a timer to release it in 100 ms
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SDL_RemoveTimer(m_LeftButtonReleaseTimer);
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m_LeftButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
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releaseLeftButtonTimerCallback,
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nullptr);
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}
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}
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m_NumFingersDown = SDL_GetNumTouchFingers(event->touchId);
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if (event->type == SDL_FINGERDOWN) {
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m_TouchDownEvent[fingerIndex] = *event;
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}
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else if (event->type == SDL_FINGERUP) {
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m_TouchDownEvent[fingerIndex] = {};
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}
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}
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