mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-12 20:32:27 +00:00
238 lines
7.3 KiB
C++
238 lines
7.3 KiB
C++
#include "sdlgamepadkeynavigation.h"
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#include <QKeyEvent>
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#include <QGuiApplication>
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#include <QWindow>
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#include "settings/mappingmanager.h"
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#define AXIS_NAVIGATION_REPEAT_DELAY 150
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SdlGamepadKeyNavigation::SdlGamepadKeyNavigation()
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: m_Enabled(false),
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m_UiNavMode(false),
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m_LastAxisNavigationEventTime(0)
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{
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m_PollingTimer = new QTimer(this);
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connect(m_PollingTimer, SIGNAL(timeout()), this, SLOT(onPollingTimerFired()));
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}
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SdlGamepadKeyNavigation::~SdlGamepadKeyNavigation()
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{
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disable();
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}
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void SdlGamepadKeyNavigation::enable()
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{
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if (m_Enabled) {
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return;
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}
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// We have to initialize and uninitialize this in enable()/disable()
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// because we need to get out of the way of the Session class. If it
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// doesn't get to reinitialize the GC subsystem, it won't get initial
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// arrival events. Additionally, there's a race condition between
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// our QML objects being destroyed and SDL being deinitialized that
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// this solves too.
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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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return;
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}
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MappingManager mappingManager;
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mappingManager.applyMappings();
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// Drop all pending gamepad add events. SDL will generate these for us
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// on first init of the GC subsystem. We can't depend on them due to
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// overlapping lifetimes of SdlGamepadKeyNavigation instances, so we
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// will attach ourselves.
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SDL_PumpEvents();
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SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
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// Open all currently attached game controllers
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for (int i = 0; i < SDL_NumJoysticks(); i++) {
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if (SDL_IsGameController(i)) {
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SDL_GameController* gc = SDL_GameControllerOpen(i);
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if (gc != nullptr) {
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m_Gamepads.append(gc);
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}
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}
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}
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// Poll every 50 ms for a new joystick event
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m_PollingTimer->start(50);
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m_Enabled = true;
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}
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void SdlGamepadKeyNavigation::disable()
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{
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if (!m_Enabled) {
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return;
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}
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m_PollingTimer->stop();
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while (!m_Gamepads.isEmpty()) {
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SDL_GameControllerClose(m_Gamepads[0]);
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m_Gamepads.removeAt(0);
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}
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SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
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m_Enabled = false;
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}
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void SdlGamepadKeyNavigation::onPollingTimerFired()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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// SDL may send us a quit event since we initialize
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// the video subsystem on startup. If we get one,
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// forward it on for Qt to take care of.
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QCoreApplication::instance()->quit();
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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{
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QEvent::Type type =
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event.type == SDL_CONTROLLERBUTTONDOWN ?
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QEvent::Type::KeyPress : QEvent::Type::KeyRelease;
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switch (event.cbutton.button) {
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case SDL_CONTROLLER_BUTTON_DPAD_UP:
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if (m_UiNavMode) {
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// Back-tab
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sendKey(type, Qt::Key_Tab, Qt::ShiftModifier);
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}
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else {
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sendKey(type, Qt::Key_Up);
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}
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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if (m_UiNavMode) {
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sendKey(type, Qt::Key_Tab);
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}
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else {
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sendKey(type, Qt::Key_Down);
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}
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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sendKey(type, Qt::Key_Left);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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sendKey(type, Qt::Key_Right);
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break;
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case SDL_CONTROLLER_BUTTON_A:
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if (m_UiNavMode) {
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sendKey(type, Qt::Key_Space);
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}
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else {
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sendKey(type, Qt::Key_Return);
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}
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break;
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case SDL_CONTROLLER_BUTTON_B:
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sendKey(type, Qt::Key_Escape);
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break;
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case SDL_CONTROLLER_BUTTON_X:
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sendKey(type, Qt::Key_Menu);
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break;
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case SDL_CONTROLLER_BUTTON_Y:
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case SDL_CONTROLLER_BUTTON_START:
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// HACK: We use this keycode to inform main.qml
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// to show the settings when Key_Menu is handled
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// by the control in focus.
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sendKey(type, Qt::Key_Hangup);
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break;
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default:
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break;
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}
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break;
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}
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case SDL_CONTROLLERDEVICEADDED:
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SDL_GameController* gc = SDL_GameControllerOpen(event.cdevice.which);
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if (gc != nullptr) {
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m_Gamepads.append(gc);
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}
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break;
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}
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}
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// Handle analog sticks by polling
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for (auto gc : m_Gamepads) {
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short leftX = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_LEFTX);
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short leftY = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_LEFTY);
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if (SDL_GetTicks() - m_LastAxisNavigationEventTime < AXIS_NAVIGATION_REPEAT_DELAY) {
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// Do nothing
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}
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else if (leftY < -30000) {
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if (m_UiNavMode) {
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// Back-tab
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sendKey(QEvent::Type::KeyPress, Qt::Key_Tab, Qt::ShiftModifier);
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sendKey(QEvent::Type::KeyRelease, Qt::Key_Tab, Qt::ShiftModifier);
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}
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else {
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sendKey(QEvent::Type::KeyPress, Qt::Key_Up);
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sendKey(QEvent::Type::KeyRelease, Qt::Key_Up);
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}
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m_LastAxisNavigationEventTime = SDL_GetTicks();
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}
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else if (leftY > 30000) {
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if (m_UiNavMode) {
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sendKey(QEvent::Type::KeyPress, Qt::Key_Tab);
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sendKey(QEvent::Type::KeyRelease, Qt::Key_Tab);
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}
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else {
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sendKey(QEvent::Type::KeyPress, Qt::Key_Down);
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sendKey(QEvent::Type::KeyRelease, Qt::Key_Down);
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}
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m_LastAxisNavigationEventTime = SDL_GetTicks();
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}
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else if (leftX < -30000) {
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sendKey(QEvent::Type::KeyPress, Qt::Key_Left);
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sendKey(QEvent::Type::KeyRelease, Qt::Key_Left);
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m_LastAxisNavigationEventTime = SDL_GetTicks();
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}
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else if (leftX > 30000) {
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sendKey(QEvent::Type::KeyPress, Qt::Key_Right);
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sendKey(QEvent::Type::KeyRelease, Qt::Key_Right);
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m_LastAxisNavigationEventTime = SDL_GetTicks();
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}
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}
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}
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void SdlGamepadKeyNavigation::sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers)
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{
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QGuiApplication* app = static_cast<QGuiApplication*>(QGuiApplication::instance());
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QWindow* focusWindow = app->focusWindow();
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if (focusWindow != nullptr) {
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QKeyEvent keyPressEvent(type, key, modifiers);
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app->sendEvent(focusWindow, &keyPressEvent);
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}
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}
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void SdlGamepadKeyNavigation::setUiNavMode(bool uiNavMode)
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{
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m_UiNavMode = uiNavMode;
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}
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int SdlGamepadKeyNavigation::getConnectedGamepads()
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{
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Q_ASSERT(m_Enabled);
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int count = 0;
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for (int i = 0; i < SDL_NumJoysticks(); i++) {
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if (SDL_IsGameController(i)) {
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count++;
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}
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}
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return count;
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}
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