moonlight-qt/app/streaming/input/input.h
2020-04-30 20:09:36 -07:00

117 lines
2.8 KiB
C++

#pragma once
#include "settings/streamingpreferences.h"
#include "backend/computermanager.h"
#include <SDL.h>
struct GamepadState {
SDL_GameController* controller;
SDL_JoystickID jsId;
short index;
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_Haptic* haptic;
int hapticMethod;
int hapticEffectId;
#endif
SDL_TimerID mouseEmulationTimer;
uint32_t lastStartDownTime;
short buttons;
short lsX, lsY;
short rsX, rsY;
unsigned char lt, rt;
};
#define MAX_GAMEPADS 4
#define MAX_FINGERS 2
#define GAMEPAD_HAPTIC_METHOD_NONE 0
#define GAMEPAD_HAPTIC_METHOD_LEFTRIGHT 1
#define GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE 2
#define GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT 0.33
#define GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT 0.8
class SdlInputHandler
{
public:
explicit SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer,
int streamWidth, int streamHeight);
~SdlInputHandler();
void setWindow(SDL_Window* window);
void handleKeyEvent(SDL_KeyboardEvent* event);
void handleMouseButtonEvent(SDL_MouseButtonEvent* event);
void handleMouseMotionEvent(SDL_MouseMotionEvent* event);
void handleMouseWheelEvent(SDL_MouseWheelEvent* event);
void handleControllerAxisEvent(SDL_ControllerAxisEvent* event);
void handleControllerButtonEvent(SDL_ControllerButtonEvent* event);
void handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event);
void handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event);
void rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
void handleTouchFingerEvent(SDL_TouchFingerEvent* event);
int getAttachedGamepadMask();
void raiseAllKeys();
void notifyFocusGained();
void notifyFocusLost();
bool isCaptureActive();
void setCaptureActive(bool active);
static
QString getUnmappedGamepads();
private:
GamepadState*
findStateForGamepad(SDL_JoystickID id);
void sendGamepadState(GamepadState* state);
static
Uint32 longPressTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
SDL_Window* m_Window;
bool m_MultiController;
bool m_GamepadMouse;
SDL_TimerID m_MouseMoveTimer;
SDL_atomic_t m_MouseDeltaX;
SDL_atomic_t m_MouseDeltaY;
int m_GamepadMask;
GamepadState m_GamepadState[MAX_GAMEPADS];
QSet<short> m_KeysDown;
bool m_FakeCaptureActive;
SDL_TouchFingerEvent m_LastTouchDownEvent;
SDL_TouchFingerEvent m_LastTouchUpEvent;
SDL_TimerID m_LongPressTimer;
int m_StreamWidth;
int m_StreamHeight;
bool m_AbsoluteMouseMode;
static const int k_ButtonMap[];
};