mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 05:42:28 +00:00
583 lines
17 KiB
C++
583 lines
17 KiB
C++
#include <Limelight.h>
|
|
#include <SDL.h>
|
|
#include "streaming/session.hpp"
|
|
|
|
#define VK_0 0x30
|
|
#define VK_A 0x41
|
|
|
|
// These are real Windows VK_* codes
|
|
#ifndef VK_F1
|
|
#define VK_F1 0x70
|
|
#define VK_F13 0x7C
|
|
#define VK_NUMPAD1 0x61
|
|
#endif
|
|
|
|
const int SdlInputHandler::k_ButtonMap[] = {
|
|
A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
|
|
BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
|
|
LS_CLK_FLAG, RS_CLK_FLAG,
|
|
LB_FLAG, RB_FLAG,
|
|
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
|
|
};
|
|
|
|
SdlInputHandler::SdlInputHandler(bool multiController)
|
|
: m_MultiController(multiController)
|
|
{
|
|
// We need to reinit this each time, since you only get
|
|
// an initial set of gamepad arrival events once per init.
|
|
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
|
|
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
|
|
SDL_GetError());
|
|
}
|
|
|
|
if (!m_MultiController) {
|
|
// Player 1 is always present in non-MC mode
|
|
m_GamepadMask = 0x1;
|
|
}
|
|
|
|
SDL_zero(m_GamepadState);
|
|
}
|
|
|
|
SdlInputHandler::~SdlInputHandler()
|
|
{
|
|
for (int i = 0; i < MAX_GAMEPADS; i++) {
|
|
if (m_GamepadState[i].controller != nullptr) {
|
|
SDL_GameControllerClose(m_GamepadState[i].controller);
|
|
}
|
|
}
|
|
|
|
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
|
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
|
|
}
|
|
|
|
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
|
|
{
|
|
short keyCode;
|
|
char modifiers;
|
|
|
|
// Check for our special key combos
|
|
if ((event->state == SDL_PRESSED) &&
|
|
(event->keysym.mod & KMOD_CTRL) &&
|
|
(event->keysym.mod & KMOD_ALT) &&
|
|
(event->keysym.mod & KMOD_SHIFT)) {
|
|
|
|
// Force raise all keys in the combo to avoid
|
|
// leaving them down after disconnecting
|
|
LiSendKeyboardEvent(0xA0, KEY_ACTION_UP, 0);
|
|
LiSendKeyboardEvent(0xA1, KEY_ACTION_UP, 0);
|
|
LiSendKeyboardEvent(0xA2, KEY_ACTION_UP, 0);
|
|
LiSendKeyboardEvent(0xA3, KEY_ACTION_UP, 0);
|
|
LiSendKeyboardEvent(0xA4, KEY_ACTION_UP, 0);
|
|
LiSendKeyboardEvent(0xA5, KEY_ACTION_UP, 0);
|
|
|
|
// Check for quit combo (Ctrl+Alt+Shift+Q)
|
|
if (event->keysym.sym == SDLK_q) {
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Detected quit key combo");
|
|
|
|
// Uncapture the mouse to avoid processing any
|
|
// further keyboard input
|
|
SDL_SetRelativeMouseMode(SDL_FALSE);
|
|
|
|
SDL_Event event;
|
|
|
|
// Push a quit event to the main loop
|
|
event.type = SDL_QUIT;
|
|
event.quit.timestamp = SDL_GetTicks();
|
|
SDL_PushEvent(&event);
|
|
return;
|
|
}
|
|
// Check for the unbind combo (Ctrl+Alt+Shift+Z)
|
|
else if (event->keysym.sym == SDLK_z) {
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Detected mouse capture toggle combo");
|
|
SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
|
|
return;
|
|
}
|
|
// Check for the full-screen combo (Ctrl+Alt+Shift+X)
|
|
else if (event->keysym.sym == SDLK_x) {
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Detected full-screen toggle combo");
|
|
Session::s_ActiveSession->toggleFullscreen();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!SDL_GetRelativeMouseMode()) {
|
|
// Not capturing
|
|
return;
|
|
}
|
|
|
|
// Set modifier flags
|
|
modifiers = 0;
|
|
if (event->keysym.mod & KMOD_CTRL) {
|
|
modifiers |= MODIFIER_CTRL;
|
|
}
|
|
if (event->keysym.mod & KMOD_ALT) {
|
|
modifiers |= MODIFIER_ALT;
|
|
}
|
|
if (event->keysym.mod & KMOD_SHIFT) {
|
|
modifiers |= MODIFIER_SHIFT;
|
|
}
|
|
|
|
// Set keycode
|
|
if (event->keysym.sym >= SDLK_0 && event->keysym.sym <= SDLK_9) {
|
|
keyCode = (event->keysym.sym - SDLK_0) + VK_0;
|
|
}
|
|
else if (event->keysym.sym >= SDLK_a && event->keysym.sym <= SDLK_z) {
|
|
keyCode = (event->keysym.sym - SDLK_a) + VK_A;
|
|
}
|
|
else if (event->keysym.sym >= SDLK_F1 && event->keysym.sym <= SDLK_F12) {
|
|
keyCode = (event->keysym.sym - SDLK_F1) + VK_F1;
|
|
}
|
|
else if (event->keysym.sym >= SDLK_F13 && event->keysym.sym <= SDLK_F24) {
|
|
keyCode = (event->keysym.sym - SDLK_F13) + VK_F13;
|
|
}
|
|
else if (event->keysym.sym >= SDLK_KP_1 && event->keysym.sym <= SDLK_KP_9) {
|
|
// SDL defines SDLK_KP_0 > SDLK_KP_9, so we need to handle that manually
|
|
keyCode = (event->keysym.sym - SDLK_KP_1) + VK_NUMPAD1;
|
|
}
|
|
else {
|
|
switch (event->keysym.sym) {
|
|
case SDLK_BACKSPACE:
|
|
keyCode = 0x08;
|
|
break;
|
|
case SDLK_TAB:
|
|
keyCode = 0x09;
|
|
break;
|
|
case SDLK_CLEAR:
|
|
keyCode = 0x0C;
|
|
break;
|
|
case SDLK_RETURN:
|
|
keyCode = 0x0D;
|
|
break;
|
|
case SDLK_PAUSE:
|
|
keyCode = 0x13;
|
|
break;
|
|
case SDLK_CAPSLOCK:
|
|
keyCode = 0x14;
|
|
break;
|
|
case SDLK_ESCAPE:
|
|
keyCode = 0x1B;
|
|
break;
|
|
case SDLK_SPACE:
|
|
keyCode = 0x20;
|
|
break;
|
|
case SDLK_PAGEUP:
|
|
keyCode = 0x21;
|
|
break;
|
|
case SDLK_PAGEDOWN:
|
|
keyCode = 0x22;
|
|
break;
|
|
case SDLK_END:
|
|
keyCode = 0x23;
|
|
break;
|
|
case SDLK_HOME:
|
|
keyCode = 0x24;
|
|
break;
|
|
case SDLK_LEFT:
|
|
keyCode = 0x25;
|
|
break;
|
|
case SDLK_UP:
|
|
keyCode = 0x26;
|
|
break;
|
|
case SDLK_RIGHT:
|
|
keyCode = 0x27;
|
|
break;
|
|
case SDLK_DOWN:
|
|
keyCode = 0x28;
|
|
break;
|
|
case SDLK_SELECT:
|
|
keyCode = 0x29;
|
|
break;
|
|
case SDLK_EXECUTE:
|
|
keyCode = 0x2B;
|
|
break;
|
|
case SDLK_PRINTSCREEN:
|
|
keyCode = 0x2C;
|
|
break;
|
|
case SDLK_INSERT:
|
|
keyCode = 0x2D;
|
|
break;
|
|
case SDLK_DELETE:
|
|
keyCode = 0x2E;
|
|
break;
|
|
case SDLK_HELP:
|
|
keyCode = 0x2F;
|
|
break;
|
|
case SDLK_KP_0:
|
|
// See comment above about why we only handle KP_0 here
|
|
keyCode = 0x60;
|
|
break;
|
|
case SDLK_KP_MULTIPLY:
|
|
keyCode = 0x6A;
|
|
break;
|
|
case SDLK_KP_PLUS:
|
|
keyCode = 0x6B;
|
|
break;
|
|
case SDLK_KP_COMMA:
|
|
keyCode = 0x6C;
|
|
break;
|
|
case SDLK_KP_MINUS:
|
|
keyCode = 0x6D;
|
|
break;
|
|
case SDLK_KP_DECIMAL:
|
|
keyCode = 0x6E;
|
|
break;
|
|
case SDLK_KP_DIVIDE:
|
|
keyCode = 0x6F;
|
|
break;
|
|
case SDLK_NUMLOCKCLEAR:
|
|
keyCode = 0x90;
|
|
break;
|
|
case SDLK_SCROLLLOCK:
|
|
keyCode = 0x91;
|
|
break;
|
|
case SDLK_LSHIFT:
|
|
keyCode = 0xA0;
|
|
break;
|
|
case SDLK_RSHIFT:
|
|
keyCode = 0xA1;
|
|
break;
|
|
case SDLK_LCTRL:
|
|
keyCode = 0xA2;
|
|
break;
|
|
case SDLK_RCTRL:
|
|
keyCode = 0xA3;
|
|
break;
|
|
case SDLK_LALT:
|
|
keyCode = 0xA4;
|
|
break;
|
|
case SDLK_RALT:
|
|
keyCode = 0xA5;
|
|
break;
|
|
case SDLK_AC_BACK:
|
|
keyCode = 0xA6;
|
|
break;
|
|
case SDLK_AC_FORWARD:
|
|
keyCode = 0xA7;
|
|
break;
|
|
case SDLK_AC_REFRESH:
|
|
keyCode = 0xA8;
|
|
break;
|
|
case SDLK_AC_STOP:
|
|
keyCode = 0xA9;
|
|
break;
|
|
case SDLK_AC_SEARCH:
|
|
keyCode = 0xAA;
|
|
break;
|
|
case SDLK_AC_BOOKMARKS:
|
|
keyCode = 0xAB;
|
|
break;
|
|
case SDLK_AC_HOME:
|
|
keyCode = 0xAC;
|
|
break;
|
|
case SDLK_SEMICOLON:
|
|
keyCode = 0xBA;
|
|
break;
|
|
case SDLK_PLUS:
|
|
keyCode = 0xBB;
|
|
break;
|
|
case SDLK_COMMA:
|
|
keyCode = 0xBC;
|
|
break;
|
|
case SDLK_MINUS:
|
|
keyCode = 0xBD;
|
|
break;
|
|
case SDLK_PERIOD:
|
|
keyCode = 0xBE;
|
|
break;
|
|
case SDLK_SLASH:
|
|
keyCode = 0xBF;
|
|
break;
|
|
case SDLK_BACKQUOTE:
|
|
keyCode = 0xC0;
|
|
break;
|
|
case SDLK_LEFTBRACKET:
|
|
keyCode = 0xDB;
|
|
break;
|
|
case SDLK_BACKSLASH:
|
|
keyCode = 0xDC;
|
|
break;
|
|
case SDLK_RIGHTBRACKET:
|
|
keyCode = 0xDD;
|
|
break;
|
|
case SDLK_QUOTE:
|
|
keyCode = 0xDE;
|
|
break;
|
|
default:
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unhandled button event: %d",
|
|
event->keysym.sym);
|
|
return;
|
|
}
|
|
}
|
|
|
|
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
|
|
if (event->button == SDL_BUTTON_LEFT &&
|
|
event->state == SDL_PRESSED &&
|
|
!SDL_GetRelativeMouseMode()) {
|
|
SDL_SetRelativeMouseMode(SDL_TRUE);
|
|
return;
|
|
}
|
|
else if (!SDL_GetRelativeMouseMode()) {
|
|
// Not capturing
|
|
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:
|
|
case SDL_BUTTON_X2:
|
|
// Unsupported by GameStream
|
|
return;
|
|
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;
|
|
}
|
|
|
|
if (event->xrel != 0 || event->yrel != 0) {
|
|
LiSendMouseMoveEvent((unsigned short)event->xrel,
|
|
(unsigned short)event->yrel);
|
|
}
|
|
}
|
|
|
|
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
|
|
{
|
|
if (!SDL_GetRelativeMouseMode()) {
|
|
// Not capturing
|
|
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);
|
|
}
|
|
|
|
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
|
|
{
|
|
GamepadState* state = findStateForGamepad(event->which);
|
|
if (state == NULL) {
|
|
return;
|
|
}
|
|
|
|
switch (event->axis)
|
|
{
|
|
case SDL_CONTROLLER_AXIS_LEFTX:
|
|
state->lsX = event->value;
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_LEFTY:
|
|
state->lsY = -event->value;
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_RIGHTX:
|
|
state->rsX = event->value;
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_RIGHTY:
|
|
state->rsY = -event->value;
|
|
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;
|
|
}
|
|
|
|
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];
|
|
}
|
|
else {
|
|
state->buttons &= ~k_ButtonMap[event->button];
|
|
}
|
|
|
|
sendGamepadState(state);
|
|
}
|
|
|
|
void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
|
|
{
|
|
GamepadState* state;
|
|
|
|
if (event->type == SDL_CONTROLLERDEVICEADDED) {
|
|
int i;
|
|
const char* name;
|
|
|
|
for (i = 0; i < MAX_GAMEPADS; i++) {
|
|
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!");
|
|
return;
|
|
}
|
|
|
|
state = &m_GamepadState[i];
|
|
if (m_MultiController) {
|
|
state->index = i;
|
|
}
|
|
else {
|
|
// Always player 1 in single controller mode
|
|
state->index = 0;
|
|
}
|
|
state->controller = SDL_GameControllerOpen(event->which);
|
|
if (state->controller == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Failed to open gamepad: %s",
|
|
SDL_GetError());
|
|
return;
|
|
}
|
|
|
|
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
|
|
|
|
name = SDL_GameControllerName(state->controller);
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Gamepad %d (player %d) is: %s",
|
|
i,
|
|
state->index,
|
|
name != NULL ? name : "<null>");
|
|
|
|
// Add this gamepad to the gamepad mask
|
|
if (m_MultiController) {
|
|
SDL_assert(!(m_GamepadMask & (1 << state->index)));
|
|
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) {
|
|
SDL_GameControllerClose(state->controller);
|
|
|
|
// 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));
|
|
}
|
|
}
|
|
}
|
|
|
|
int SdlInputHandler::getAttachedGamepadMask()
|
|
{
|
|
int i;
|
|
int count;
|
|
int mask;
|
|
|
|
if (!m_MultiController) {
|
|
// Player 1 is always present in non-MC mode
|
|
return 0x1;
|
|
}
|
|
|
|
count = mask = 0;
|
|
for (i = 0; i < SDL_NumJoysticks(); i++) {
|
|
if (SDL_IsGameController(i)) {
|
|
mask |= (1 << count++);
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|