mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 13:52:28 +00:00
156 lines
3.9 KiB
C++
156 lines
3.9 KiB
C++
#pragma once
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#include "settings/streamingpreferences.h"
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#include "backend/computermanager.h"
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#include <SDL.h>
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#define SDL_CODE_HIDE_CURSOR 1
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#define SDL_CODE_SHOW_CURSOR 2
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struct GamepadState {
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SDL_GameController* controller;
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SDL_JoystickID jsId;
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short index;
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_Haptic* haptic;
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int hapticMethod;
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int hapticEffectId;
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#endif
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SDL_TimerID mouseEmulationTimer;
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uint32_t lastStartDownTime;
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short buttons;
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short lsX, lsY;
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short rsX, rsY;
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unsigned char lt, rt;
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};
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#define MAX_GAMEPADS 4
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#define MAX_FINGERS 2
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#define GAMEPAD_HAPTIC_METHOD_NONE 0
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#define GAMEPAD_HAPTIC_METHOD_LEFTRIGHT 1
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#define GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE 2
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#define GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT 0.33
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#define GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT 0.8
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class SdlInputHandler
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{
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public:
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explicit SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer,
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int streamWidth, int streamHeight);
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~SdlInputHandler();
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void setWindow(SDL_Window* window);
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void handleKeyEvent(SDL_KeyboardEvent* event);
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void handleMouseButtonEvent(SDL_MouseButtonEvent* event);
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void handleMouseMotionEvent(SDL_MouseMotionEvent* event);
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void handleMouseWheelEvent(SDL_MouseWheelEvent* event);
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void handleControllerAxisEvent(SDL_ControllerAxisEvent* event);
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void handleControllerButtonEvent(SDL_ControllerButtonEvent* event);
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void handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event);
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void handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event);
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void rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
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void handleTouchFingerEvent(SDL_TouchFingerEvent* event);
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int getAttachedGamepadMask();
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void raiseAllKeys();
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void notifyMouseLeave();
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void notifyFocusLost();
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bool isCaptureActive();
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void setCaptureActive(bool active);
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bool isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth = -1, int windowHeight = -1);
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void updateMousePositionReport(int mouseX, int mouseY);
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static
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QString getUnmappedGamepads();
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private:
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GamepadState*
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findStateForGamepad(SDL_JoystickID id);
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void sendGamepadState(GamepadState* state);
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void handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event);
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void handleRelativeFingerEvent(SDL_TouchFingerEvent* event);
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static
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Uint32 longPressTimerCallback(Uint32 interval, void* param);
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static
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Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
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static
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Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
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static
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Uint32 releaseLeftButtonTimerCallback(Uint32 interval, void* param);
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static
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Uint32 releaseRightButtonTimerCallback(Uint32 interval, void* param);
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static
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Uint32 dragTimerCallback(Uint32 interval, void* param);
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SDL_Window* m_Window;
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bool m_MultiController;
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bool m_GamepadMouse;
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SDL_TimerID m_MouseMoveTimer;
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SDL_atomic_t m_MouseDeltaX;
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SDL_atomic_t m_MouseDeltaY;
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SDL_SpinLock m_MousePositionLock;
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struct {
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int x, y;
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int windowWidth, windowHeight;
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} m_MousePositionReport;
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SDL_atomic_t m_MousePositionUpdated;
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bool m_MouseWasInVideoRegion;
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bool m_PendingMouseButtonsAllUpOnVideoRegionLeave;
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int m_GamepadMask;
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GamepadState m_GamepadState[MAX_GAMEPADS];
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QSet<short> m_KeysDown;
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bool m_FakeCaptureActive;
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SDL_TouchFingerEvent m_LastTouchDownEvent;
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SDL_TouchFingerEvent m_LastTouchUpEvent;
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SDL_TimerID m_LongPressTimer;
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int m_StreamWidth;
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int m_StreamHeight;
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bool m_AbsoluteMouseMode;
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bool m_AbsoluteTouchMode;
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Uint32 m_PendingMouseLeaveButtonUp;
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SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
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SDL_TimerID m_LeftButtonReleaseTimer;
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SDL_TimerID m_RightButtonReleaseTimer;
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SDL_TimerID m_DragTimer;
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char m_DragButton;
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int m_NumFingersDown;
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static const int k_ButtonMap[];
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};
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