moonlight-qt/app/streaming/input/mouse.cpp
2024-03-24 20:35:23 -05:00

310 lines
9.8 KiB
C++

#include "input.h"
#include <Limelight.h>
#include <SDL.h>
#include "streaming/streamutils.h"
void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
{
int button;
if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
else if (!isCaptureActive()) {
if (event->button == SDL_BUTTON_LEFT && event->state == SDL_RELEASED &&
isMouseInVideoRegion(event->x, event->y)) {
// 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).
setCaptureActive(true);
}
// Not capturing
return;
}
else if (m_AbsoluteMouseMode && !isMouseInVideoRegion(event->x, event->y) && event->state == SDL_PRESSED) {
// Ignore button presses outside the video region, but allow button releases
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;
}
if (m_SwapMouseButtons) {
if (button == BUTTON_RIGHT)
button = BUTTON_LEFT;
else if (button == BUTTON_LEFT)
button = BUTTON_RIGHT;
}
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
BUTTON_ACTION_PRESS :
BUTTON_ACTION_RELEASE,
button);
}
void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
{
if (!isCaptureActive()) {
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
// Batch all pending mouse motion events to save CPU time
Sint32 x = event->x, y = event->y, xrel = event->xrel, yrel = event->yrel;
SDL_Event nextEvent;
while (SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_MOUSEMOTION, SDL_MOUSEMOTION) > 0) {
event = &nextEvent.motion;
// Ignore synthetic mouse events
if (event->which != SDL_TOUCH_MOUSEID) {
x = event->x;
y = event->y;
xrel += event->xrel;
yrel += event->yrel;
}
}
// We should not reference the original event anymore
event = nullptr;
if (m_AbsoluteMouseMode) {
int windowWidth, windowHeight;
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
SDL_Rect src, dst;
bool mouseInVideoRegion;
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = windowWidth;
dst.h = windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
mouseInVideoRegion = isMouseInVideoRegion(x, y, windowWidth, windowHeight);
// Clamp motion to the video region
x = qMin(qMax(x - dst.x, 0), dst.w);
y = qMin(qMax(y - dst.y, 0), dst.h);
// Send the mouse position update if one of the following is true:
// a) it is in the video region now
// b) it just left the video region (to ensure the mouse is clamped to the video boundary)
// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
if (buttonState == 0) {
if (m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
// Stop capturing the mouse now
SDL_CaptureMouse(SDL_FALSE);
m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
}
}
if (mouseInVideoRegion || m_MouseWasInVideoRegion || m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
LiSendMousePositionEvent((short)x, (short)y, dst.w, dst.h);
}
// Adjust the cursor visibility if applicable
if (mouseInVideoRegion ^ m_MouseWasInVideoRegion) {
SDL_ShowCursor((mouseInVideoRegion && m_MouseCursorCapturedVisibilityState == SDL_DISABLE) ? SDL_DISABLE : SDL_ENABLE);
if (!mouseInVideoRegion && buttonState != 0) {
// If we still have a button pressed on leave, wait for that to come up
// before we stop sending mouse position events.
m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
}
}
m_MouseWasInVideoRegion = mouseInVideoRegion;
}
else {
LiSendMouseMoveEvent(xrel, yrel);
}
}
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
{
if (!isCaptureActive()) {
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
if (m_AbsoluteMouseMode) {
int mouseX, mouseY;
SDL_GetMouseState(&mouseX, &mouseY);
if (!isMouseInVideoRegion(mouseX, mouseY)) {
// Ignore scroll events outside the video region
return;
}
}
#if SDL_VERSION_ATLEAST(2, 0, 18)
if (event->preciseY != 0.0f) {
// Invert the scroll direction if needed
if (m_ReverseScrollDirection) {
event->preciseY = -event->preciseY;
}
#ifdef Q_OS_DARWIN
// HACK: Clamp the scroll values on macOS to prevent OS scroll acceleration
// from generating wild scroll deltas when scrolling quickly.
event->preciseY = SDL_clamp(event->preciseY, -1.0f, 1.0f);
#endif
LiSendHighResScrollEvent((short)(event->preciseY * 120)); // WHEEL_DELTA
}
if (event->preciseX != 0.0f) {
// Invert the scroll direction if needed
if (m_ReverseScrollDirection) {
event->preciseX = -event->preciseY;
}
#ifdef Q_OS_DARWIN
// HACK: Clamp the scroll values on macOS to prevent OS scroll acceleration
// from generating wild scroll deltas when scrolling quickly.
event->preciseX = SDL_clamp(event->preciseX, -1.0f, 1.0f);
#endif
LiSendHighResHScrollEvent((short)(event->preciseX * 120)); // WHEEL_DELTA
}
#else
if (event->y != 0) {
// Invert the scroll direction if needed
if (m_ReverseScrollDirection) {
event->y = -event->y;
}
#ifdef Q_OS_DARWIN
// See comment above
event->y = SDL_clamp(event->y, -1, 1);
#endif
LiSendScrollEvent((signed char)event->y);
}
if (event->x != 0) {
// Invert the scroll direction if needed
if (m_ReverseScrollDirection) {
event->x = -event->x;
}
#ifdef Q_OS_DARWIN
// See comment above
event->x = SDL_clamp(event->x, -1, 1);
#endif
LiSendHScrollEvent((signed char)event->x);
}
#endif
}
bool SdlInputHandler::isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth, int windowHeight)
{
SDL_Rect src, dst;
if (windowWidth < 0 || windowHeight < 0) {
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
}
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = windowWidth;
dst.h = windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
return (mouseX >= dst.x && mouseX <= dst.x + dst.w) &&
(mouseY >= dst.y && mouseY <= dst.y + dst.h);
}
void SdlInputHandler::updatePointerRegionLock()
{
// Pointer region lock is irrelevant in relative mouse mode
if (SDL_GetRelativeMouseMode()) {
return;
}
// Our pointer lock behavior tracks with the fullscreen mode unless the user has
// toggled it themselves using the keyboard shortcut. If that's the case, they
// have full control over it and we don't touch it anymore.
if (!m_PointerRegionLockToggledByUser) {
// Lock the pointer in true full-screen mode and leave it unlocked in other modes
m_PointerRegionLockActive = (SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN;
}
// If region lock is enabled, grab the cursor so it can't accidentally leave our window.
if (isCaptureActive() && m_PointerRegionLockActive) {
#if SDL_VERSION_ATLEAST(2, 0, 18)
SDL_Rect src, dst;
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
SDL_GetWindowSize(m_Window, &dst.w, &dst.h);
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
// SDL 2.0.18 lets us lock the cursor to a specific region
SDL_SetWindowMouseRect(m_Window, &dst);
#elif SDL_VERSION_ATLEAST(2, 0, 15)
// SDL 2.0.15 only lets us lock the cursor to the whole window
SDL_SetWindowMouseGrab(m_Window, SDL_TRUE);
#else
SDL_SetWindowGrab(m_Window, SDL_TRUE);
#endif
}
else {
// Allow the cursor to leave the bounds of our video region or window
#if SDL_VERSION_ATLEAST(2, 0, 18)
SDL_SetWindowMouseRect(m_Window, nullptr);
#elif SDL_VERSION_ATLEAST(2, 0, 15)
SDL_SetWindowMouseGrab(m_Window, SDL_FALSE);
#else
SDL_SetWindowGrab(m_Window, SDL_FALSE);
#endif
}
}