mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-13 23:17:09 +00:00
576 lines
17 KiB
C++
576 lines
17 KiB
C++
#include <Limelight.h>
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#include <SDL.h>
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#include "streaming/session.hpp"
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#define VK_0 0x30
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#define VK_A 0x41
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// These are real Windows VK_* codes
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#ifndef VK_F1
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#define VK_F1 0x70
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#define VK_F13 0x7C
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#define VK_NUMPAD1 0x61
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#endif
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const int SdlInputHandler::k_ButtonMap[] = {
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A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
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BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
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LS_CLK_FLAG, RS_CLK_FLAG,
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LB_FLAG, RB_FLAG,
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UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
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};
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SdlInputHandler::SdlInputHandler(bool multiController)
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: m_MultiController(multiController)
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{
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if (!m_MultiController) {
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// Player 1 is always present in non-MC mode
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m_GamepadMask = 0x1;
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}
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SDL_zero(m_GamepadState);
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}
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SdlInputHandler::~SdlInputHandler()
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{
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for (int i = 0; i < MAX_GAMEPADS; i++) {
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if (m_GamepadState[i].controller != nullptr) {
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SDL_GameControllerClose(m_GamepadState[i].controller);
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}
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}
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}
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void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
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{
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short keyCode;
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char modifiers;
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// Check for our special key combos
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if ((event->state == SDL_PRESSED) &&
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(event->keysym.mod & KMOD_CTRL) &&
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(event->keysym.mod & KMOD_ALT) &&
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(event->keysym.mod & KMOD_SHIFT)) {
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// Check for quit combo (Ctrl+Alt+Shift+Q)
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if (event->keysym.sym == SDLK_q) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected quit key combo");
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// Force raise all keys in the combo to avoid
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// leaving them down after disconnecting
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LiSendKeyboardEvent(0xA0, KEY_ACTION_UP, 0);
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LiSendKeyboardEvent(0xA1, KEY_ACTION_UP, 0);
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LiSendKeyboardEvent(0xA2, KEY_ACTION_UP, 0);
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LiSendKeyboardEvent(0xA3, KEY_ACTION_UP, 0);
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LiSendKeyboardEvent(0xA4, KEY_ACTION_UP, 0);
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LiSendKeyboardEvent(0xA5, KEY_ACTION_UP, 0);
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SDL_Event event;
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// Drain the event queue of any additional input
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// that might be processed before our quit message.
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while (SDL_PollEvent(&event));
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// Push a quit event to the main loop
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event.type = SDL_QUIT;
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event.quit.timestamp = SDL_GetTicks();
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SDL_PushEvent(&event);
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return;
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}
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// Check for the unbind combo (Ctrl+Alt+Shift+Z)
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else if (event->keysym.sym == SDLK_z) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected mouse capture toggle combo");
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SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
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return;
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}
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// Check for the full-screen combo (Ctrl+Alt+Shift+X)
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else if (event->keysym.sym == SDLK_x) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected full-screen toggle combo");
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if (SDL_GetWindowFlags(Session::s_ActiveSession->m_Window) & SDL_WINDOW_FULLSCREEN) {
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SDL_SetWindowFullscreen(Session::s_ActiveSession->m_Window, 0);
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}
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else {
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SDL_SetWindowFullscreen(Session::s_ActiveSession->m_Window, SDL_WINDOW_FULLSCREEN);
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}
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return;
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}
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}
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if (!SDL_GetRelativeMouseMode()) {
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// Not capturing
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return;
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}
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// Set modifier flags
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modifiers = 0;
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if (event->keysym.mod & KMOD_CTRL) {
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modifiers |= MODIFIER_CTRL;
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}
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if (event->keysym.mod & KMOD_ALT) {
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modifiers |= MODIFIER_ALT;
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}
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if (event->keysym.mod & KMOD_SHIFT) {
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modifiers |= MODIFIER_SHIFT;
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}
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// Set keycode
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if (event->keysym.sym >= SDLK_0 && event->keysym.sym <= SDLK_9) {
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keyCode = (event->keysym.sym - SDLK_0) + VK_0;
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}
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else if (event->keysym.sym >= SDLK_a && event->keysym.sym <= SDLK_z) {
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keyCode = (event->keysym.sym - SDLK_a) + VK_A;
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}
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else if (event->keysym.sym >= SDLK_F1 && event->keysym.sym <= SDLK_F12) {
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keyCode = (event->keysym.sym - SDLK_F1) + VK_F1;
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}
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else if (event->keysym.sym >= SDLK_F13 && event->keysym.sym <= SDLK_F24) {
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keyCode = (event->keysym.sym - SDLK_F13) + VK_F13;
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}
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else if (event->keysym.sym >= SDLK_KP_1 && event->keysym.sym <= SDLK_KP_9) {
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// SDL defines SDLK_KP_0 > SDLK_KP_9, so we need to handle that manually
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keyCode = (event->keysym.sym - SDLK_KP_1) + VK_NUMPAD1;
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}
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else {
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switch (event->keysym.sym) {
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case SDLK_BACKSPACE:
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keyCode = 0x08;
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break;
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case SDLK_TAB:
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keyCode = 0x09;
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break;
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case SDLK_CLEAR:
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keyCode = 0x0C;
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break;
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case SDLK_RETURN:
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keyCode = 0x0D;
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break;
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case SDLK_PAUSE:
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keyCode = 0x13;
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break;
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case SDLK_CAPSLOCK:
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keyCode = 0x14;
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break;
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case SDLK_ESCAPE:
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keyCode = 0x1B;
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break;
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case SDLK_SPACE:
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keyCode = 0x20;
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break;
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case SDLK_PAGEUP:
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keyCode = 0x21;
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break;
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case SDLK_PAGEDOWN:
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keyCode = 0x22;
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break;
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case SDLK_END:
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keyCode = 0x23;
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break;
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case SDLK_HOME:
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keyCode = 0x24;
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break;
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case SDLK_LEFT:
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keyCode = 0x25;
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break;
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case SDLK_UP:
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keyCode = 0x26;
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break;
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case SDLK_RIGHT:
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keyCode = 0x27;
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break;
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case SDLK_DOWN:
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keyCode = 0x28;
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break;
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case SDLK_SELECT:
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keyCode = 0x29;
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break;
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case SDLK_EXECUTE:
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keyCode = 0x2B;
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break;
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case SDLK_PRINTSCREEN:
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keyCode = 0x2C;
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break;
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case SDLK_INSERT:
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keyCode = 0x2D;
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break;
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case SDLK_DELETE:
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keyCode = 0x2E;
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break;
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case SDLK_HELP:
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keyCode = 0x2F;
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break;
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case SDLK_KP_0:
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// See comment above about why we only handle KP_0 here
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keyCode = 0x60;
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break;
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case SDLK_KP_MULTIPLY:
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keyCode = 0x6A;
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break;
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case SDLK_KP_PLUS:
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keyCode = 0x6B;
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break;
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case SDLK_KP_COMMA:
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keyCode = 0x6C;
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break;
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case SDLK_KP_MINUS:
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keyCode = 0x6D;
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break;
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case SDLK_KP_DECIMAL:
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keyCode = 0x6E;
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break;
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case SDLK_KP_DIVIDE:
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keyCode = 0x6F;
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break;
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case SDLK_NUMLOCKCLEAR:
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keyCode = 0x90;
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break;
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case SDLK_SCROLLLOCK:
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keyCode = 0x91;
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break;
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case SDLK_LSHIFT:
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keyCode = 0xA0;
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break;
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case SDLK_RSHIFT:
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keyCode = 0xA1;
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break;
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case SDLK_LCTRL:
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keyCode = 0xA2;
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break;
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case SDLK_RCTRL:
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keyCode = 0xA3;
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break;
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case SDLK_LALT:
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keyCode = 0xA4;
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break;
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case SDLK_RALT:
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keyCode = 0xA5;
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break;
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case SDLK_AC_BACK:
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keyCode = 0xA6;
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break;
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case SDLK_AC_FORWARD:
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keyCode = 0xA7;
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break;
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case SDLK_AC_REFRESH:
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keyCode = 0xA8;
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break;
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case SDLK_AC_STOP:
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keyCode = 0xA9;
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break;
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case SDLK_AC_SEARCH:
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keyCode = 0xAA;
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break;
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case SDLK_AC_BOOKMARKS:
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keyCode = 0xAB;
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break;
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case SDLK_AC_HOME:
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keyCode = 0xAC;
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break;
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case SDLK_SEMICOLON:
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keyCode = 0xBA;
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break;
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case SDLK_PLUS:
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keyCode = 0xBB;
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break;
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case SDLK_COMMA:
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keyCode = 0xBC;
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break;
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case SDLK_MINUS:
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keyCode = 0xBD;
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break;
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case SDLK_PERIOD:
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keyCode = 0xBE;
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break;
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case SDLK_SLASH:
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keyCode = 0xBF;
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break;
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case SDLK_BACKQUOTE:
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keyCode = 0xC0;
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break;
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case SDLK_LEFTBRACKET:
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keyCode = 0xDB;
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break;
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case SDLK_BACKSLASH:
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keyCode = 0xDC;
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break;
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case SDLK_RIGHTBRACKET:
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keyCode = 0xDD;
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break;
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case SDLK_QUOTE:
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keyCode = 0xDE;
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break;
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default:
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Unhandled button event: %d",
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event->keysym.sym);
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return;
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}
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}
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LiSendKeyboardEvent(keyCode,
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event->state == SDL_PRESSED ?
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KEY_ACTION_DOWN : KEY_ACTION_UP,
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modifiers);
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}
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void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
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{
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int button;
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// Capture the mouse again if clicked when unbound
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if (event->button == SDL_BUTTON_LEFT &&
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event->state == SDL_PRESSED &&
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!SDL_GetRelativeMouseMode()) {
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SDL_SetRelativeMouseMode(SDL_TRUE);
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return;
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}
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else if (!SDL_GetRelativeMouseMode()) {
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// Not capturing
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return;
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}
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switch (event->button)
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{
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case SDL_BUTTON_LEFT:
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button = BUTTON_LEFT;
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break;
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case SDL_BUTTON_MIDDLE:
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button = BUTTON_MIDDLE;
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break;
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case SDL_BUTTON_RIGHT:
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button = BUTTON_RIGHT;
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break;
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case SDL_BUTTON_X1:
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case SDL_BUTTON_X2:
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// Unsupported by GameStream
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return;
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default:
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Unhandled button event: %d",
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event->button);
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return;
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}
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LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
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BUTTON_ACTION_PRESS :
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BUTTON_ACTION_RELEASE,
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button);
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}
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void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
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{
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if (!SDL_GetRelativeMouseMode()) {
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// Not capturing
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return;
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}
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if (event->xrel != 0 || event->yrel != 0) {
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LiSendMouseMoveEvent((unsigned short)event->xrel,
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(unsigned short)event->yrel);
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}
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}
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void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
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{
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if (!SDL_GetRelativeMouseMode()) {
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// Not capturing
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return;
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}
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if (event->y != 0) {
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LiSendScrollEvent((signed char)event->y);
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}
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}
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GamepadState*
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SdlInputHandler::findStateForGamepad(SDL_JoystickID id)
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{
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int i;
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for (i = 0; i < MAX_GAMEPADS; i++) {
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if (m_GamepadState[i].jsId == id) {
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SDL_assert(!m_MultiController || m_GamepadState[i].index == i);
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return &m_GamepadState[i];
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}
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}
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// This should only happen with > 4 gamepads
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SDL_assert(SDL_NumJoysticks() > 4);
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return nullptr;
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}
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void SdlInputHandler::sendGamepadState(GamepadState* state)
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{
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SDL_assert(m_GamepadMask == 0x1 || m_MultiController);
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LiSendMultiControllerEvent(state->index,
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m_GamepadMask,
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state->buttons,
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state->lt,
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state->rt,
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state->lsX,
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state->lsY,
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state->rsX,
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state->rsY);
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}
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void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
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{
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GamepadState* state = findStateForGamepad(event->which);
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if (state == NULL) {
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return;
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}
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switch (event->axis)
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{
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case SDL_CONTROLLER_AXIS_LEFTX:
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state->lsX = event->value;
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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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state->lsY = -event->value;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTX:
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state->rsX = event->value;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTY:
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state->rsY = -event->value;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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state->lt = (unsigned char)(event->value * 255UL / 32767);
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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state->rt = (unsigned char)(event->value * 255UL / 32767);
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break;
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default:
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Unhandled controller axis: %d",
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event->axis);
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return;
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}
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sendGamepadState(state);
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}
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void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
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{
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GamepadState* state = findStateForGamepad(event->which);
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if (state == NULL) {
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return;
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}
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if (event->state == SDL_PRESSED) {
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state->buttons |= k_ButtonMap[event->button];
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}
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else {
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state->buttons &= ~k_ButtonMap[event->button];
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}
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sendGamepadState(state);
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}
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void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
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{
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GamepadState* state;
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if (event->type == SDL_CONTROLLERDEVICEADDED) {
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int i;
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const char* name;
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for (i = 0; i < MAX_GAMEPADS; i++) {
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if (m_GamepadState[i].controller == NULL) {
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// Found an empty slot
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break;
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}
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}
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if (i == MAX_GAMEPADS) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"No open gamepad slots found!");
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return;
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}
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state = &m_GamepadState[i];
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if (m_MultiController) {
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state->index = i;
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}
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else {
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// Always player 1 in single controller mode
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state->index = 0;
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}
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state->controller = SDL_GameControllerOpen(event->which);
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if (state->controller == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to open gamepad: %s",
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SDL_GetError());
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return;
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}
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state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
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name = SDL_GameControllerName(state->controller);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Gamepad %d (player %d) is: %s",
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i,
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state->index,
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name != NULL ? name : "<null>");
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// Add this gamepad to the gamepad mask
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if (m_MultiController) {
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SDL_assert(!(m_GamepadMask & (1 << state->index)));
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m_GamepadMask |= (1 << state->index);
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}
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else {
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SDL_assert(m_GamepadMask == 0x1);
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}
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// Send an empty event to tell the PC we've arrived
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sendGamepadState(state);
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}
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else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
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state = findStateForGamepad(event->which);
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if (state != NULL) {
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SDL_GameControllerClose(state->controller);
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// Remove this from the gamepad mask in MC-mode
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if (m_MultiController) {
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SDL_assert(m_GamepadMask & (1 << state->index));
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m_GamepadMask &= ~(1 << state->index);
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}
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else {
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SDL_assert(m_GamepadMask == 0x1);
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Gamepad %d is gone",
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state->index);
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// Send a final event to let the PC know this gamepad is gone
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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;
|
|
}
|