mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-16 14:22:28 +00:00
584 lines
22 KiB
C++
584 lines
22 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 "utils.h"
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#include <QtGlobal>
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#include <QDir>
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#include <QGuiApplication>
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#define MOUSE_POLLING_INTERVAL 5
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#ifdef Q_OS_WIN32
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HHOOK g_KeyboardHook;
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#endif
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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_SwapMouseButtons(prefs.swapMouseButtons),
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m_ReverseScrollDirection(prefs.reverseScrollDirection),
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m_SwapFaceButtons(prefs.swapFaceButtons),
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m_MouseMoveTimer(0),
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m_MousePositionLock(0),
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m_MouseWasInVideoRegion(false),
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m_PendingMouseButtonsAllUpOnVideoRegionLeave(false),
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m_FakeCaptureActive(false),
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m_CaptureSystemKeysEnabled(prefs.captureSysKeys || !WMUtils::isRunningWindowManager()),
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m_PendingKeyCombo(KeyComboMax),
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m_LongPressTimer(0),
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m_StreamWidth(streamWidth),
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m_StreamHeight(streamHeight),
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m_AbsoluteMouseMode(prefs.absoluteMouseMode),
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m_AbsoluteTouchMode(prefs.absoluteTouchMode),
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m_PendingMouseLeaveButtonUp(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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{
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// Allow gamepad input when the app doesn't have focus if requested
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, prefs.backgroundGamepad ? "1" : "0");
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// If absolute mouse mode 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.absoluteMouseMode ? "1" : "0",
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SDL_HINT_OVERRIDE);
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// If we're grabbing system keys, enable the X11 keyboard grab in SDL
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SDL_SetHintWithPriority(SDL_HINT_GRAB_KEYBOARD,
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m_CaptureSystemKeysEnabled ? "1" : "0",
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SDL_HINT_OVERRIDE);
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// Allow clicks to pass through to us when focusing the window. If we're in
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// absolute mouse mode, this will avoid the user having to click twice to
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// trigger a click on the host if the Moonlight window is not focused. In
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// relative mode, the click event will trigger the mouse to be recaptured.
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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// Enabling extended input reports allows rumble to function on Bluetooth PS4/PS5
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// controllers, but breaks DirectInput applications. We will enable it because
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// it's likely that working rumble is what the user is expecting. If they don't
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// want this behavior, they can override it with the environment variable.
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_PS4_RUMBLE", "1");
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_PS5_RUMBLE", "1");
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// Populate special key combo configuration
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m_SpecialKeyCombos[KeyComboQuit].keyCombo = KeyComboQuit;
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m_SpecialKeyCombos[KeyComboQuit].keyCode = SDLK_q;
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m_SpecialKeyCombos[KeyComboQuit].scanCode = SDL_SCANCODE_Q;
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m_SpecialKeyCombos[KeyComboQuit].enabled = true;
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m_SpecialKeyCombos[KeyComboUngrabInput].keyCombo = KeyComboUngrabInput;
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m_SpecialKeyCombos[KeyComboUngrabInput].keyCode = SDLK_z;
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m_SpecialKeyCombos[KeyComboUngrabInput].scanCode = SDL_SCANCODE_Z;
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m_SpecialKeyCombos[KeyComboUngrabInput].enabled = QGuiApplication::platformName() != "eglfs";
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m_SpecialKeyCombos[KeyComboToggleFullScreen].keyCombo = KeyComboToggleFullScreen;
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m_SpecialKeyCombos[KeyComboToggleFullScreen].keyCode = SDLK_x;
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m_SpecialKeyCombos[KeyComboToggleFullScreen].scanCode = SDL_SCANCODE_X;
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m_SpecialKeyCombos[KeyComboToggleFullScreen].enabled = QGuiApplication::platformName() != "eglfs";
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m_SpecialKeyCombos[KeyComboToggleStatsOverlay].keyCombo = KeyComboToggleStatsOverlay;
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m_SpecialKeyCombos[KeyComboToggleStatsOverlay].keyCode = SDLK_s;
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m_SpecialKeyCombos[KeyComboToggleStatsOverlay].scanCode = SDL_SCANCODE_S;
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m_SpecialKeyCombos[KeyComboToggleStatsOverlay].enabled = true;
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m_SpecialKeyCombos[KeyComboToggleMouseMode].keyCombo = KeyComboToggleMouseMode;
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m_SpecialKeyCombos[KeyComboToggleMouseMode].keyCode = SDLK_m;
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m_SpecialKeyCombos[KeyComboToggleMouseMode].scanCode = SDL_SCANCODE_M;
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m_SpecialKeyCombos[KeyComboToggleMouseMode].enabled = QGuiApplication::platformName() != "eglfs";
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m_SpecialKeyCombos[KeyComboToggleCursorHide].keyCombo = KeyComboToggleCursorHide;
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m_SpecialKeyCombos[KeyComboToggleCursorHide].keyCode = SDLK_c;
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m_SpecialKeyCombos[KeyComboToggleCursorHide].scanCode = SDL_SCANCODE_C;
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m_SpecialKeyCombos[KeyComboToggleCursorHide].enabled = true;
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m_SpecialKeyCombos[KeyComboToggleMinimize].keyCombo = KeyComboToggleMinimize;
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m_SpecialKeyCombos[KeyComboToggleMinimize].keyCode = SDLK_d;
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m_SpecialKeyCombos[KeyComboToggleMinimize].scanCode = SDL_SCANCODE_D;
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m_SpecialKeyCombos[KeyComboToggleMinimize].enabled = QGuiApplication::platformName() != "eglfs";
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m_OldIgnoreDevices = SDL_GetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES);
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m_OldIgnoreDevicesExcept = SDL_GetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT);
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QString streamIgnoreDevices = qgetenv("STREAM_GAMECONTROLLER_IGNORE_DEVICES");
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QString streamIgnoreDevicesExcept = qgetenv("STREAM_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT");
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if (!streamIgnoreDevices.isEmpty() && !streamIgnoreDevices.endsWith(',')) {
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streamIgnoreDevices += ',';
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}
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streamIgnoreDevices += m_OldIgnoreDevices;
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// For SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, we use the union of SDL_GAMECONTROLLER_IGNORE_DEVICES
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// and STREAM_GAMECONTROLLER_IGNORE_DEVICES while streaming. STREAM_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
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// overrides SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT while streaming.
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, streamIgnoreDevices.toUtf8());
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, streamIgnoreDevicesExcept.toUtf8());
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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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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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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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#endif
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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_LastTouchDownEvent);
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SDL_zero(m_LastTouchUpEvent);
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SDL_zero(m_TouchDownEvent);
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SDL_zero(m_MousePositionReport);
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SDL_AtomicSet(&m_MouseDeltaX, 0);
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SDL_AtomicSet(&m_MouseDeltaY, 0);
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SDL_AtomicSet(&m_MousePositionUpdated, 0);
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Uint32 pollingInterval = QString(qgetenv("MOUSE_POLLING_INTERVAL")).toUInt();
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if (pollingInterval == 0) {
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pollingInterval = MOUSE_POLLING_INTERVAL;
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}
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else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Using custom mouse polling interval: %u ms",
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pollingInterval);
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}
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m_MouseMoveTimer = SDL_AddTimer(pollingInterval, SdlInputHandler::mouseMoveTimerCallback, this);
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#ifdef Q_OS_WIN32
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if (m_CaptureSystemKeysEnabled) {
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// If system key capture is enabled, install the window hook required to intercept
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// these key presses and block them from the OS itself.
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g_KeyboardHook = SetWindowsHookEx(WH_KEYBOARD_LL, SdlInputHandler::keyboardHookProc, GetModuleHandle(NULL), 0);
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}
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#endif
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}
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SdlInputHandler::~SdlInputHandler()
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{
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#ifdef Q_OS_WIN32
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if (g_KeyboardHook != nullptr) {
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UnhookWindowsHookEx(g_KeyboardHook);
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g_KeyboardHook = nullptr;
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// If we're terminating because of the user pressing the quit combo,
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// we won't have a chance to inform SDL as the modifier keys raise.
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// This will leave stale modifier flags in the SDL_Keyboard global
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// inside SDL which will show up on our next key event if the user
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// streams again. Avoid this by explicitly zeroing mod state when
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// ending the stream.
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//
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// This is only needed for the case where we're hooking the keyboard
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// because we're generating synthetic SDL_KEYDOWN/SDL_KEYUP events
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// which don't properly maintain SDL's internal keyboard state,
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// so we're forced to invoke SDL_SetModState() ourselves to set mods.
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SDL_SetModState(KMOD_NONE);
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}
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#endif
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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 !SDL_VERSION_ATLEAST(2, 0, 9)
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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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#endif
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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_LongPressTimer);
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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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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_QuitSubSystem(SDL_INIT_HAPTIC);
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SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
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#endif
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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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// Restore the ignored devices
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, m_OldIgnoreDevices.toUtf8());
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, m_OldIgnoreDevicesExcept.toUtf8());
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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::setWindow(SDL_Window *window)
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{
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m_Window = window;
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}
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#ifdef Q_OS_WIN32
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LRESULT CALLBACK SdlInputHandler::keyboardHookProc(int nCode, WPARAM wParam, LPARAM lParam)
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{
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if (nCode < 0 || nCode != HC_ACTION) {
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return CallNextHookEx(g_KeyboardHook, nCode, wParam, lParam);
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}
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bool keyCaptureActive;
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SDL_Event event = {};
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KBDLLHOOKSTRUCT* hookData = (KBDLLHOOKSTRUCT*)lParam;
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switch (hookData->vkCode) {
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case VK_LWIN:
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event.key.keysym.sym = SDLK_LGUI;
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event.key.keysym.scancode = SDL_SCANCODE_LGUI;
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break;
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case VK_RWIN:
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event.key.keysym.sym = SDLK_RGUI;
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event.key.keysym.scancode = SDL_SCANCODE_RGUI;
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break;
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case VK_LMENU:
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event.key.keysym.sym = SDLK_LALT;
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event.key.keysym.scancode = SDL_SCANCODE_LALT;
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break;
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case VK_RMENU:
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event.key.keysym.sym = SDLK_RALT;
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event.key.keysym.scancode = SDL_SCANCODE_RALT;
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break;
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case VK_LCONTROL:
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event.key.keysym.sym = SDLK_LCTRL;
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event.key.keysym.scancode = SDL_SCANCODE_LCTRL;
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break;
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case VK_RCONTROL:
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event.key.keysym.sym = SDLK_RCTRL;
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event.key.keysym.scancode = SDL_SCANCODE_RCTRL;
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break;
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default:
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// Bail quickly if it's not a key we care about
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goto NextHook;
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}
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// Make sure we're in a state where we actually want to steal this event (and it is safe to do so)
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Session* session = Session::get();
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if (session == nullptr || session->m_InputHandler == nullptr) {
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goto NextHook;
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}
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keyCaptureActive = session->m_InputHandler->isSystemKeyCaptureActive();
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// If this is a key we're going to intercept, create the synthetic SDL event.
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// This is necessary because we are also hiding this key event from ourselves too.
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if (wParam == WM_KEYDOWN || wParam == WM_SYSKEYDOWN) {
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event.type = SDL_KEYDOWN;
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event.key.state = SDL_PRESSED;
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}
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else {
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event.type = SDL_KEYUP;
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event.key.state = SDL_RELEASED;
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}
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// Drop the event if it's a key down and capture is not active.
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// For key up, we'll need to do a little more work to determine if we need to send this
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// event to SDL in order to keep its internal keyboard modifier state consistent.
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if (event.type == SDL_KEYDOWN && !keyCaptureActive) {
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goto NextHook;
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}
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event.key.keysym.mod = SDL_GetModState();
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switch (hookData->vkCode) {
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case VK_LWIN:
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if (event.key.state == SDL_PRESSED) {
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event.key.keysym.mod |= KMOD_LGUI;
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}
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else {
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event.key.keysym.mod &= ~KMOD_LGUI;
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}
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break;
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case VK_RWIN:
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if (event.key.state == SDL_PRESSED) {
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event.key.keysym.mod |= KMOD_RGUI;
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}
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else {
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event.key.keysym.mod &= ~KMOD_RGUI;
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}
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break;
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case VK_LMENU:
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if (event.key.state == SDL_PRESSED) {
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event.key.keysym.mod |= KMOD_LALT;
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}
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else {
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event.key.keysym.mod &= ~KMOD_LALT;
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}
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break;
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case VK_RMENU:
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if (event.key.state == SDL_PRESSED) {
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event.key.keysym.mod |= KMOD_RALT;
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}
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else {
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event.key.keysym.mod &= ~KMOD_RALT;
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}
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break;
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case VK_LCONTROL:
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if (event.key.state == SDL_PRESSED) {
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event.key.keysym.mod |= KMOD_LCTRL;
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}
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else {
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event.key.keysym.mod &= ~KMOD_LCTRL;
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}
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break;
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case VK_RCONTROL:
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if (event.key.state == SDL_PRESSED) {
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event.key.keysym.mod |= KMOD_RCTRL;
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}
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else {
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event.key.keysym.mod &= ~KMOD_RCTRL;
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}
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break;
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}
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// If the modifier state is unchanged and we're not capturing system keys,
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// drop the event. If the modifier state is changed, we need to send the
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// event to update SDL's state even if system key capture is now inactive
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// (due to focus loss, mouse capture toggled off, etc.) otherwise SDL won't
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// know that the modifier key has been lifted.
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if (event.key.keysym.mod == SDL_GetModState() && !keyCaptureActive) {
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goto NextHook;
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}
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event.key.timestamp = SDL_GetTicks();
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event.key.windowID = SDL_GetWindowID(session->m_Window);
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// NOTE: event.key.repeat is not populated in this path!
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SDL_PushEvent(&event);
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// Synchronize SDL's modifier state with the current state.
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// SDL won't do this on its own because it will never see the
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// WM_KEYUP/WM_KEYDOWN events.
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SDL_SetModState((SDL_Keymod)event.key.keysym.mod);
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// Eat the event only if key capture is active.
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// If capture is not active and we're just resyncing SDL's modifier state,
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// we need to ensure the key event is still delivered normally to the
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// window in focus.
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if (keyCaptureActive) {
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return 1;
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}
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NextHook:
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return CallNextHookEx(g_KeyboardHook, nCode, wParam, lParam);
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}
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#endif
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void SdlInputHandler::raiseAllKeys()
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{
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if (m_KeysDown.isEmpty()) {
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return;
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Raising %d keys",
|
|
(int)m_KeysDown.count());
|
|
|
|
for (auto keyDown : m_KeysDown) {
|
|
LiSendKeyboardEvent(keyDown, KEY_ACTION_UP, 0);
|
|
}
|
|
|
|
m_KeysDown.clear();
|
|
}
|
|
|
|
void SdlInputHandler::notifyMouseLeave()
|
|
{
|
|
#ifdef Q_OS_WIN32
|
|
// SDL on Windows doesn't send the mouse button up until the mouse re-enters the window
|
|
// after leaving it. This breaks some of the Aero snap gestures, so we'll fake it here.
|
|
if (m_AbsoluteMouseMode && isCaptureActive()) {
|
|
// NB: Not using SDL_GetGlobalMouseState() because we want our state not the system's
|
|
Uint32 mouseState = SDL_GetMouseState(nullptr, nullptr);
|
|
for (Uint32 button = SDL_BUTTON_LEFT; button <= SDL_BUTTON_X2; button++) {
|
|
if (mouseState & SDL_BUTTON(button)) {
|
|
m_PendingMouseLeaveButtonUp = button;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SdlInputHandler::notifyFocusLost()
|
|
{
|
|
// Release mouse cursor when another window is activated (e.g. by using ALT+TAB).
|
|
// This lets user to interact with our window's title bar and with the buttons in it.
|
|
// Doing this while the window is full-screen breaks the transition out of FS
|
|
// (desktop and exclusive), so we must check for that before releasing mouse capture.
|
|
if (!(SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN) && !m_AbsoluteMouseMode) {
|
|
setCaptureActive(false);
|
|
}
|
|
|
|
// Raise all keys that are currently pressed. If we don't do this, certain keys
|
|
// used in shortcuts that cause focus loss (such as Alt+Tab) may get stuck down.
|
|
raiseAllKeys();
|
|
}
|
|
|
|
bool SdlInputHandler::isCaptureActive()
|
|
{
|
|
if (SDL_GetRelativeMouseMode()) {
|
|
return true;
|
|
}
|
|
|
|
// Some platforms don't support SDL_SetRelativeMouseMode
|
|
return m_FakeCaptureActive;
|
|
}
|
|
|
|
bool SdlInputHandler::isSystemKeyCaptureActive()
|
|
{
|
|
if (!m_CaptureSystemKeysEnabled) {
|
|
return false;
|
|
}
|
|
|
|
if (m_Window == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
Uint32 windowFlags = SDL_GetWindowFlags(m_Window);
|
|
return (windowFlags & SDL_WINDOW_INPUT_FOCUS) &&
|
|
(windowFlags & SDL_WINDOW_INPUT_GRABBED) &&
|
|
(windowFlags & SDL_WINDOW_FULLSCREEN_DESKTOP);
|
|
}
|
|
|
|
void SdlInputHandler::setCaptureActive(bool active)
|
|
{
|
|
if (active) {
|
|
// If we're in full-screen exclusive mode, grab the cursor so it can't accidentally leave our window.
|
|
// If we're in full-screen desktop mode but system key capture is enabled, also grab the cursor (will grab the keyboard too on X11).
|
|
if (((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0 && m_CaptureSystemKeysEnabled) ||
|
|
(SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
|
|
SDL_SetWindowGrab(m_Window, SDL_TRUE);
|
|
}
|
|
|
|
if (!m_AbsoluteMouseMode) {
|
|
// If our window is occluded when mouse is captured, the mouse may
|
|
// get stuck on top of the occluding window and not be properly
|
|
// captured. We can avoid this by raising our window before we
|
|
// capture the mouse.
|
|
SDL_RaiseWindow(m_Window);
|
|
}
|
|
|
|
// If we're in relative mode, try to activate SDL's relative mouse mode
|
|
if (m_AbsoluteMouseMode || SDL_SetRelativeMouseMode(SDL_TRUE) < 0) {
|
|
// Relative mouse mode didn't work or was disabled, so we'll just hide the cursor
|
|
SDL_ShowCursor(SDL_DISABLE);
|
|
m_FakeCaptureActive = true;
|
|
}
|
|
|
|
// Synchronize the client and host cursor when activating absolute capture
|
|
if (m_AbsoluteMouseMode) {
|
|
int mouseX, mouseY;
|
|
int windowX, windowY;
|
|
|
|
// We have to use SDL_GetGlobalMouseState() because macOS may not reflect
|
|
// the new position of the mouse when outside the window.
|
|
SDL_GetGlobalMouseState(&mouseX, &mouseY);
|
|
|
|
// Convert global mouse state to window-relative
|
|
SDL_GetWindowPosition(m_Window, &windowX, &windowY);
|
|
mouseX -= windowX;
|
|
mouseY -= windowY;
|
|
|
|
if (isMouseInVideoRegion(mouseX, mouseY)) {
|
|
updateMousePositionReport(mouseX, mouseY);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (m_FakeCaptureActive) {
|
|
// Display the cursor again
|
|
SDL_ShowCursor(SDL_ENABLE);
|
|
m_FakeCaptureActive = false;
|
|
}
|
|
else {
|
|
SDL_SetRelativeMouseMode(SDL_FALSE);
|
|
}
|
|
|
|
// Allow the cursor to leave the bounds of our window again.
|
|
SDL_SetWindowGrab(m_Window, SDL_FALSE);
|
|
}
|
|
}
|
|
|
|
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
|
|
{
|
|
#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
|
|
|
|
if (m_AbsoluteTouchMode) {
|
|
handleAbsoluteFingerEvent(event);
|
|
}
|
|
else {
|
|
handleRelativeFingerEvent(event);
|
|
}
|
|
}
|