mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-10 21:54:17 +00:00
994 lines
33 KiB
C++
994 lines
33 KiB
C++
#include <Limelight.h>
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#include <SDL.h>
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#include "streaming/session.h"
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#include "settings/mappingmanager.h"
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#include "path.h"
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#include <QtGlobal>
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#include <QDir>
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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_NUMPAD0 0x60
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#endif
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// How long the mouse button will be pressed for a tap to click gesture
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#define TAP_BUTTON_RELEASE_DELAY 100
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// How long the fingers must be stationary to start a drag
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#define DRAG_ACTIVATION_DELAY 650
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// How far the finger can move before it cancels a drag or tap
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#define DEAD_ZONE_DELTA 0.1f
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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(StreamingPreferences& prefs, NvComputer* computer, int streamWidth, int streamHeight)
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: m_LastMouseMotionTime(0),
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m_MultiController(prefs.multiController),
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m_NeedsInputDelay(false),
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m_LeftButtonReleaseTimer(0),
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m_RightButtonReleaseTimer(0),
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m_DragTimer(0),
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m_DragButton(0),
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m_NumFingersDown(0),
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m_StreamWidth(streamWidth),
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m_StreamHeight(streamHeight)
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{
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// Allow gamepad input when the app doesn't have focus
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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// If mouse acceleration is enabled, use relative mode warp (which
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// is via normal motion events that are influenced by mouse acceleration).
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// Otherwise, we'll use raw input capture which is straight from the device
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// without modification by the OS.
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SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
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prefs.mouseAcceleration ? "1" : "0");
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// We need to reinit this each time, since you only get
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// an initial set of gamepad arrival events once per init.
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SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
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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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}
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MappingManager mappingManager;
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mappingManager.applyMappings();
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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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else {
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// Otherwise, detect gamepads on the fly
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m_GamepadMask = 0;
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}
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// Prior to GFE 3.14.1, sending too many mouse motion events can cause
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// GFE to choke and input latency to increase significantly. We will
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// artificially throttle them to avoid this situation.
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QVector<int> gfeVersion = NvHTTP::parseQuad(computer->gfeVersion);
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if (gfeVersion.isEmpty() || // Very old versions don't have GfeVersion at all
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gfeVersion[0] < 3 ||
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(gfeVersion[0] == 3 && gfeVersion[1] < 14) ||
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(gfeVersion[0] == 3 && gfeVersion[1] == 14 && gfeVersion[2] < 1)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"This older version of GFE requires input delay hack");
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m_NeedsInputDelay = true;
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}
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SDL_zero(m_GamepadState);
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SDL_zero(m_TouchDownEvent);
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SDL_zero(m_CumulativeDelta);
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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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SDL_RemoveTimer(m_LeftButtonReleaseTimer);
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SDL_RemoveTimer(m_RightButtonReleaseTimer);
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SDL_RemoveTimer(m_DragTimer);
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SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
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SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
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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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// Push a quit event to the main loop
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SDL_Event event;
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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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// Stop handling future input
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SDL_SetRelativeMouseMode((SDL_bool)!SDL_GetRelativeMouseMode());
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// Force raise all keys to ensure they aren't stuck,
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// since we won't get their key up events.
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raiseAllKeys();
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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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Session::s_ActiveSession->toggleFullscreen();
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// Force raise all keys just be safe across this full-screen/windowed
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// transition just in case key events get lost.
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raiseAllKeys();
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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. We explicitly use scancode here because GFE will try to correct
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// for AZERTY layouts on the host but it depends on receiving VK_ values matching
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// a QWERTY layout to work.
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if (event->keysym.scancode >= SDL_SCANCODE_1 && event->keysym.scancode <= SDL_SCANCODE_9) {
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// SDL defines SDL_SCANCODE_0 > SDL_SCANCODE_9, so we need to handle that manually
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keyCode = (event->keysym.scancode - SDL_SCANCODE_1) + VK_0 + 1;
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}
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else if (event->keysym.scancode >= SDL_SCANCODE_A && event->keysym.scancode <= SDL_SCANCODE_Z) {
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keyCode = (event->keysym.scancode - SDL_SCANCODE_A) + VK_A;
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}
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else if (event->keysym.scancode >= SDL_SCANCODE_F1 && event->keysym.scancode <= SDL_SCANCODE_F12) {
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keyCode = (event->keysym.scancode - SDL_SCANCODE_F1) + VK_F1;
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}
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else if (event->keysym.scancode >= SDL_SCANCODE_F13 && event->keysym.scancode <= SDL_SCANCODE_F24) {
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keyCode = (event->keysym.scancode - SDL_SCANCODE_F13) + VK_F13;
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}
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else if (event->keysym.scancode >= SDL_SCANCODE_KP_1 && event->keysym.scancode <= SDL_SCANCODE_KP_9) {
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// SDL defines SDL_SCANCODE_KP_0 > SDL_SCANCODE_KP_9, so we need to handle that manually
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keyCode = (event->keysym.scancode - SDL_SCANCODE_KP_1) + VK_NUMPAD0 + 1;
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}
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else {
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switch (event->keysym.scancode) {
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case SDL_SCANCODE_BACKSPACE:
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keyCode = 0x08;
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break;
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case SDL_SCANCODE_TAB:
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keyCode = 0x09;
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break;
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case SDL_SCANCODE_CLEAR:
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keyCode = 0x0C;
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break;
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case SDL_SCANCODE_KP_ENTER: // FIXME: Is this correct?
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case SDL_SCANCODE_RETURN:
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keyCode = 0x0D;
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break;
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case SDL_SCANCODE_PAUSE:
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keyCode = 0x13;
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break;
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case SDL_SCANCODE_CAPSLOCK:
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keyCode = 0x14;
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break;
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case SDL_SCANCODE_ESCAPE:
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keyCode = 0x1B;
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break;
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case SDL_SCANCODE_SPACE:
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keyCode = 0x20;
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break;
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case SDL_SCANCODE_PAGEUP:
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keyCode = 0x21;
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break;
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case SDL_SCANCODE_PAGEDOWN:
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keyCode = 0x22;
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break;
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case SDL_SCANCODE_END:
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keyCode = 0x23;
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break;
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case SDL_SCANCODE_HOME:
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keyCode = 0x24;
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break;
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case SDL_SCANCODE_LEFT:
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keyCode = 0x25;
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break;
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case SDL_SCANCODE_UP:
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keyCode = 0x26;
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break;
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case SDL_SCANCODE_RIGHT:
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keyCode = 0x27;
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break;
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case SDL_SCANCODE_DOWN:
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keyCode = 0x28;
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break;
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case SDL_SCANCODE_SELECT:
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keyCode = 0x29;
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break;
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case SDL_SCANCODE_EXECUTE:
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keyCode = 0x2B;
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break;
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case SDL_SCANCODE_PRINTSCREEN:
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keyCode = 0x2C;
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break;
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case SDL_SCANCODE_INSERT:
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keyCode = 0x2D;
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break;
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case SDL_SCANCODE_DELETE:
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keyCode = 0x2E;
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break;
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case SDL_SCANCODE_HELP:
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keyCode = 0x2F;
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break;
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case SDL_SCANCODE_KP_0:
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// See comment above about why we only handle SDL_SCANCODE_KP_0 here
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keyCode = VK_NUMPAD0;
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break;
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case SDL_SCANCODE_0:
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// See comment above about why we only handle SDL_SCANCODE_0 here
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keyCode = VK_0;
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break;
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case SDL_SCANCODE_KP_MULTIPLY:
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keyCode = 0x6A;
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break;
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case SDL_SCANCODE_KP_PLUS:
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keyCode = 0x6B;
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break;
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case SDL_SCANCODE_KP_COMMA:
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keyCode = 0x6C;
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break;
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case SDL_SCANCODE_KP_MINUS:
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keyCode = 0x6D;
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break;
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case SDL_SCANCODE_KP_PERIOD:
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keyCode = 0x6E;
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break;
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case SDL_SCANCODE_KP_DIVIDE:
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keyCode = 0x6F;
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break;
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case SDL_SCANCODE_NUMLOCKCLEAR:
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keyCode = 0x90;
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break;
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case SDL_SCANCODE_SCROLLLOCK:
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keyCode = 0x91;
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break;
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case SDL_SCANCODE_LSHIFT:
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keyCode = 0xA0;
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break;
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case SDL_SCANCODE_RSHIFT:
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keyCode = 0xA1;
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break;
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case SDL_SCANCODE_LCTRL:
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keyCode = 0xA2;
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break;
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case SDL_SCANCODE_RCTRL:
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keyCode = 0xA3;
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break;
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case SDL_SCANCODE_LALT:
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keyCode = 0xA4;
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break;
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case SDL_SCANCODE_RALT:
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keyCode = 0xA5;
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break;
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case SDL_SCANCODE_AC_BACK:
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keyCode = 0xA6;
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break;
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case SDL_SCANCODE_AC_FORWARD:
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keyCode = 0xA7;
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break;
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case SDL_SCANCODE_AC_REFRESH:
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keyCode = 0xA8;
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break;
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case SDL_SCANCODE_AC_STOP:
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keyCode = 0xA9;
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break;
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case SDL_SCANCODE_AC_SEARCH:
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keyCode = 0xAA;
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break;
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case SDL_SCANCODE_AC_BOOKMARKS:
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keyCode = 0xAB;
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break;
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case SDL_SCANCODE_AC_HOME:
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keyCode = 0xAC;
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break;
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case SDL_SCANCODE_SEMICOLON:
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keyCode = 0xBA;
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break;
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case SDL_SCANCODE_EQUALS:
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keyCode = 0xBB;
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break;
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case SDL_SCANCODE_COMMA:
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keyCode = 0xBC;
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break;
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case SDL_SCANCODE_MINUS:
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keyCode = 0xBD;
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break;
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case SDL_SCANCODE_PERIOD:
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keyCode = 0xBE;
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break;
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case SDL_SCANCODE_SLASH:
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keyCode = 0xBF;
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break;
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case SDL_SCANCODE_GRAVE:
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keyCode = 0xC0;
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break;
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case SDL_SCANCODE_LEFTBRACKET:
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keyCode = 0xDB;
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break;
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case SDL_SCANCODE_BACKSLASH:
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keyCode = 0xDC;
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break;
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case SDL_SCANCODE_RIGHTBRACKET:
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keyCode = 0xDD;
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break;
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case SDL_SCANCODE_APOSTROPHE:
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keyCode = 0xDE;
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break;
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case SDL_SCANCODE_NONUSBACKSLASH:
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keyCode = 0xE2;
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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.scancode);
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return;
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}
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}
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// Track the key state so we always know which keys are down
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if (event->state == SDL_PRESSED) {
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m_KeysDown.insert(keyCode);
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}
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else {
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m_KeysDown.remove(keyCode);
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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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// We start capture on left button released instead of
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// pressed to avoid sending an errant mouse button released
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// event to the host when clicking into our window (since
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// the pressed event was consumed by this code).
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if (event->button == SDL_BUTTON_LEFT &&
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event->state == SDL_RELEASED &&
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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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else if (event->which == SDL_TOUCH_MOUSEID) {
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// Ignore synthetic mouse events
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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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button = BUTTON_X1;
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break;
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case SDL_BUTTON_X2:
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button = BUTTON_X2;
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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->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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else if (event->which == SDL_TOUCH_MOUSEID) {
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// Ignore synthetic mouse events
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return;
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}
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short xdelta = (short)event->xrel;
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short ydelta = (short)event->yrel;
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// If we're sending more than one motion event per millisecond,
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// delay for 1 ms to allow batching of mouse move events. On older
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// versions of GFE, we will unconditionally wait this 1 ms to
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// work around an input processing issue that causes massive mouse latency.
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Uint32 currentTime = SDL_GetTicks();
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if (m_NeedsInputDelay || !SDL_TICKS_PASSED(currentTime, m_LastMouseMotionTime + 1)) {
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SDL_Delay(1);
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currentTime = SDL_GetTicks();
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}
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m_LastMouseMotionTime = currentTime;
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// Pump even if we didn't delay since we might get some extra events
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SDL_PumpEvents();
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// Batch all of the pending mouse motion events
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SDL_Event nextEvent;
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while (SDL_PeepEvents(&nextEvent,
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1,
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SDL_GETEVENT,
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SDL_MOUSEMOTION,
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SDL_MOUSEMOTION) == 1) {
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// In theory, these can overflow but in practice
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// it should be highly unlikely since it would require
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// moving 64K pixels in 1 ms.
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xdelta += nextEvent.motion.xrel;
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ydelta += nextEvent.motion.yrel;
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}
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if (xdelta != 0 || ydelta != 0) {
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LiSendMouseMoveEvent(xdelta, ydelta);
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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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else if (event->which == SDL_TOUCH_MOUSEID) {
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// Ignore synthetic mouse events
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return;
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}
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|
|
|
if (event->y != 0) {
|
|
LiSendScrollEvent((signed char)event->y);
|
|
}
|
|
}
|
|
|
|
GamepadState*
|
|
SdlInputHandler::findStateForGamepad(SDL_JoystickID id)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_GAMEPADS; i++) {
|
|
if (m_GamepadState[i].jsId == id) {
|
|
SDL_assert(!m_MultiController || m_GamepadState[i].index == i);
|
|
return &m_GamepadState[i];
|
|
}
|
|
}
|
|
|
|
// This should only happen with > 4 gamepads
|
|
SDL_assert(SDL_NumJoysticks() > 4);
|
|
return nullptr;
|
|
}
|
|
|
|
void SdlInputHandler::sendGamepadState(GamepadState* state)
|
|
{
|
|
SDL_assert(m_GamepadMask == 0x1 || m_MultiController);
|
|
LiSendMultiControllerEvent(state->index,
|
|
m_GamepadMask,
|
|
state->buttons,
|
|
state->lt,
|
|
state->rt,
|
|
state->lsX,
|
|
state->lsY,
|
|
state->rsX,
|
|
state->rsY);
|
|
}
|
|
|
|
Uint32 SdlInputHandler::releaseLeftButtonTimerCallback(Uint32, void*)
|
|
{
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
|
|
return 0;
|
|
}
|
|
|
|
Uint32 SdlInputHandler::releaseRightButtonTimerCallback(Uint32, void*)
|
|
{
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
|
|
return 0;
|
|
}
|
|
|
|
Uint32 SdlInputHandler::dragTimerCallback(Uint32, void *param)
|
|
{
|
|
auto me = reinterpret_cast<SdlInputHandler*>(param);
|
|
|
|
// Check how many fingers are down now to decide
|
|
// which button to hold down
|
|
if (me->m_NumFingersDown == 2) {
|
|
me->m_DragButton = BUTTON_RIGHT;
|
|
}
|
|
else if (me->m_NumFingersDown == 1) {
|
|
me->m_DragButton = BUTTON_LEFT;
|
|
}
|
|
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, me->m_DragButton);
|
|
|
|
return 0;
|
|
}
|
|
|
|
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
|
|
{
|
|
GamepadState* state = findStateForGamepad(event->which);
|
|
if (state == NULL) {
|
|
return;
|
|
}
|
|
|
|
switch (event->axis)
|
|
{
|
|
case SDL_CONTROLLER_AXIS_LEFTX:
|
|
state->lsX = event->value;
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_LEFTY:
|
|
// Signed values have one more negative value than
|
|
// positive value, so inverting the sign on -32768
|
|
// could actually cause the value to overflow and
|
|
// wrap around to be negative again. Avoid that by
|
|
// capping the value at 32767.
|
|
state->lsY = -qMax(event->value, (short)-32767);
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_RIGHTX:
|
|
state->rsX = event->value;
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_RIGHTY:
|
|
state->rsY = -qMax(event->value, (short)-32767);
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
|
|
state->lt = (unsigned char)(event->value * 255UL / 32767);
|
|
break;
|
|
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
|
|
state->rt = (unsigned char)(event->value * 255UL / 32767);
|
|
break;
|
|
default:
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unhandled controller axis: %d",
|
|
event->axis);
|
|
return;
|
|
}
|
|
|
|
sendGamepadState(state);
|
|
}
|
|
|
|
void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
|
|
{
|
|
GamepadState* state = findStateForGamepad(event->which);
|
|
if (state == NULL) {
|
|
return;
|
|
}
|
|
|
|
if (event->state == SDL_PRESSED) {
|
|
state->buttons |= k_ButtonMap[event->button];
|
|
}
|
|
else {
|
|
state->buttons &= ~k_ButtonMap[event->button];
|
|
}
|
|
|
|
// Handle Start+Select+L1+R1 as a gamepad quit combo
|
|
if (state->buttons == (PLAY_FLAG | BACK_FLAG | LB_FLAG | RB_FLAG)) {
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Detected quit gamepad button combo");
|
|
|
|
// Push a quit event to the main loop
|
|
SDL_Event event;
|
|
event.type = SDL_QUIT;
|
|
event.quit.timestamp = SDL_GetTicks();
|
|
SDL_PushEvent(&event);
|
|
|
|
// Clear buttons down on this gameapd
|
|
LiSendMultiControllerEvent(state->index, m_GamepadMask,
|
|
0, 0, 0, 0, 0, 0, 0);
|
|
return;
|
|
}
|
|
|
|
sendGamepadState(state);
|
|
}
|
|
|
|
void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
|
|
{
|
|
GamepadState* state;
|
|
|
|
if (event->type == SDL_CONTROLLERDEVICEADDED) {
|
|
int i;
|
|
const char* name;
|
|
|
|
for (i = 0; i < MAX_GAMEPADS; i++) {
|
|
if (m_GamepadState[i].controller == NULL) {
|
|
// Found an empty slot
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == MAX_GAMEPADS) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"No open gamepad slots found!");
|
|
return;
|
|
}
|
|
|
|
state = &m_GamepadState[i];
|
|
if (m_MultiController) {
|
|
state->index = i;
|
|
}
|
|
else {
|
|
// Always player 1 in single controller mode
|
|
state->index = 0;
|
|
}
|
|
state->controller = SDL_GameControllerOpen(event->which);
|
|
if (state->controller == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Failed to open gamepad: %s",
|
|
SDL_GetError());
|
|
return;
|
|
}
|
|
|
|
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
|
|
|
|
name = SDL_GameControllerName(state->controller);
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Gamepad %d (player %d) is: %s",
|
|
i,
|
|
state->index,
|
|
name != NULL ? name : "<null>");
|
|
|
|
// Add this gamepad to the gamepad mask
|
|
if (m_MultiController) {
|
|
SDL_assert(!(m_GamepadMask & (1 << state->index)));
|
|
m_GamepadMask |= (1 << state->index);
|
|
}
|
|
else {
|
|
SDL_assert(m_GamepadMask == 0x1);
|
|
}
|
|
|
|
// Send an empty event to tell the PC we've arrived
|
|
sendGamepadState(state);
|
|
}
|
|
else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
|
|
state = findStateForGamepad(event->which);
|
|
if (state != NULL) {
|
|
SDL_GameControllerClose(state->controller);
|
|
|
|
// Remove this from the gamepad mask in MC-mode
|
|
if (m_MultiController) {
|
|
SDL_assert(m_GamepadMask & (1 << state->index));
|
|
m_GamepadMask &= ~(1 << state->index);
|
|
}
|
|
else {
|
|
SDL_assert(m_GamepadMask == 0x1);
|
|
}
|
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Gamepad %d is gone",
|
|
state->index);
|
|
|
|
// Send a final event to let the PC know this gamepad is gone
|
|
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));
|
|
}
|
|
}
|
|
}
|
|
|
|
void SdlInputHandler::handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event)
|
|
{
|
|
SDL_assert(event->type == SDL_JOYDEVICEADDED);
|
|
|
|
if (!SDL_IsGameController(event->which)) {
|
|
char guidStr[33];
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(event->which),
|
|
guidStr, sizeof(guidStr));
|
|
const char* name = SDL_JoystickNameForIndex(event->which);
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Joystick discovered with no mapping: %s %s",
|
|
name ? name : "<UNKNOWN>",
|
|
guidStr);
|
|
SDL_Joystick* joy = SDL_JoystickOpen(event->which);
|
|
if (joy != nullptr) {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
|
|
SDL_JoystickNumAxes(joy), SDL_JoystickNumButtons(joy),
|
|
SDL_JoystickNumHats(joy));
|
|
SDL_JoystickClose(joy);
|
|
}
|
|
else {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unable to open joystick for query: %s",
|
|
SDL_GetError());
|
|
}
|
|
}
|
|
}
|
|
|
|
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
|
|
{
|
|
int fingerIndex = -1;
|
|
|
|
// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
|
|
// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
|
|
// or lower than those values as touch events continue for touches started within the client area that
|
|
// leave the client area during a drag motion.
|
|
// dx and dy are deltas from the last touch event, not the first touch down.
|
|
|
|
// Determine the index of this finger using our list
|
|
// of fingers that are currently active on screen.
|
|
// This is also required to handle finger up which
|
|
// where the finger will not be in SDL_GetTouchFinger()
|
|
// anymore.
|
|
if (event->type != SDL_FINGERDOWN) {
|
|
for (int i = 0; i < MAX_FINGERS; i++) {
|
|
if (event->fingerId == m_TouchDownEvent[i].fingerId) {
|
|
fingerIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// Resolve the new finger by determining the ID of each
|
|
// finger on the display.
|
|
int numTouchFingers = SDL_GetNumTouchFingers(event->touchId);
|
|
for (int i = 0; i < numTouchFingers; i++) {
|
|
SDL_Finger* finger = SDL_GetTouchFinger(event->touchId, i);
|
|
SDL_assert(finger != nullptr);
|
|
if (finger != nullptr) {
|
|
if (finger->id == event->fingerId) {
|
|
fingerIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (fingerIndex < 0 || fingerIndex >= MAX_FINGERS) {
|
|
// Too many fingers
|
|
return;
|
|
}
|
|
|
|
// Handle cursor motion based on the position of the
|
|
// primary finger on screen
|
|
if (fingerIndex == 0) {
|
|
// The event x and y values are relative to our window width
|
|
// and height. However, we want to scale them to be relative
|
|
// to the host resolution. Fortunately this is easy since we
|
|
// already have normalized values. We'll just multiply them
|
|
// by the stream dimensions to get real X and Y values rather
|
|
// than the client window dimensions.
|
|
short deltaX = static_cast<short>(event->dx * m_StreamWidth);
|
|
short deltaY = static_cast<short>(event->dy * m_StreamHeight);
|
|
if (deltaX != 0 || deltaY != 0) {
|
|
LiSendMouseMoveEvent(deltaX, deltaY);
|
|
}
|
|
}
|
|
|
|
// Start a drag timer when primary or secondary
|
|
// fingers go down
|
|
if (event->type == SDL_FINGERDOWN &&
|
|
(fingerIndex == 0 || fingerIndex == 1)) {
|
|
SDL_RemoveTimer(m_DragTimer);
|
|
m_DragTimer = SDL_AddTimer(DRAG_ACTIVATION_DELAY,
|
|
dragTimerCallback,
|
|
this);
|
|
}
|
|
|
|
if (event->type == SDL_FINGERMOTION) {
|
|
// Count the total cumulative dx/dy that the finger
|
|
// has moved.
|
|
m_CumulativeDelta[fingerIndex] += qAbs(event->x);
|
|
m_CumulativeDelta[fingerIndex] += qAbs(event->y);
|
|
|
|
// If it's outside the deadzone delta, cancel drags and taps
|
|
if (m_CumulativeDelta[fingerIndex] > DEAD_ZONE_DELTA) {
|
|
SDL_RemoveTimer(m_DragTimer);
|
|
m_DragTimer = 0;
|
|
|
|
// This effectively cancels the tap logic below
|
|
m_TouchDownEvent[fingerIndex].timestamp = 0;
|
|
}
|
|
}
|
|
|
|
if (event->type == SDL_FINGERUP) {
|
|
// Cancel the drag timer on finger up
|
|
SDL_RemoveTimer(m_DragTimer);
|
|
m_DragTimer = 0;
|
|
|
|
// Release any drag
|
|
if (m_DragButton != 0) {
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, m_DragButton);
|
|
m_DragButton = 0;
|
|
}
|
|
// 2 finger tap
|
|
else if (event->timestamp - m_TouchDownEvent[1].timestamp < 250) {
|
|
// Zero timestamp of the primary finger to ensure we won't
|
|
// generate a left click if the primary finger comes up soon.
|
|
m_TouchDownEvent[0].timestamp = 0;
|
|
|
|
// Press down the right mouse button
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
|
|
|
|
// Queue a timer to release it in 100 ms
|
|
SDL_RemoveTimer(m_RightButtonReleaseTimer);
|
|
m_RightButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
|
|
releaseRightButtonTimerCallback,
|
|
nullptr);
|
|
}
|
|
// 1 finger tap
|
|
else if (event->timestamp - m_TouchDownEvent[0].timestamp < 250) {
|
|
// Press down the left mouse button
|
|
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
|
|
|
|
// Queue a timer to release it in 100 ms
|
|
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
|
|
m_LeftButtonReleaseTimer = SDL_AddTimer(TAP_BUTTON_RELEASE_DELAY,
|
|
releaseLeftButtonTimerCallback,
|
|
nullptr);
|
|
}
|
|
}
|
|
|
|
m_NumFingersDown = SDL_GetNumTouchFingers(event->touchId);
|
|
|
|
if (event->type == SDL_FINGERDOWN) {
|
|
m_TouchDownEvent[fingerIndex] = *event;
|
|
m_CumulativeDelta[fingerIndex] = 0;
|
|
}
|
|
else if (event->type == SDL_FINGERUP) {
|
|
m_TouchDownEvent[fingerIndex] = {};
|
|
}
|
|
}
|
|
|
|
int SdlInputHandler::getAttachedGamepadMask()
|
|
{
|
|
int count;
|
|
int mask;
|
|
|
|
if (!m_MultiController) {
|
|
// Player 1 is always present in non-MC mode
|
|
return 0x1;
|
|
}
|
|
|
|
count = mask = 0;
|
|
for (int i = 0; i < SDL_NumJoysticks(); i++) {
|
|
if (SDL_IsGameController(i)) {
|
|
mask |= (1 << count++);
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
void SdlInputHandler::raiseAllKeys()
|
|
{
|
|
if (m_KeysDown.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Raising %d keys",
|
|
m_KeysDown.count());
|
|
|
|
for (auto keyDown : m_KeysDown) {
|
|
LiSendKeyboardEvent(keyDown, KEY_ACTION_UP, 0);
|
|
}
|
|
|
|
m_KeysDown.clear();
|
|
}
|
|
|
|
QString SdlInputHandler::getUnmappedGamepads()
|
|
{
|
|
QString ret;
|
|
|
|
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
|
|
SDL_GetError());
|
|
}
|
|
|
|
MappingManager mappingManager;
|
|
mappingManager.applyMappings();
|
|
|
|
for (int i = 0; i < SDL_NumJoysticks(); i++) {
|
|
if (!SDL_IsGameController(i)) {
|
|
char guidStr[33];
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
|
|
guidStr, sizeof(guidStr));
|
|
const char* name = SDL_JoystickNameForIndex(i);
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unmapped joystick: %s %s",
|
|
name ? name : "<UNKNOWN>",
|
|
guidStr);
|
|
SDL_Joystick* joy = SDL_JoystickOpen(i);
|
|
if (joy != nullptr) {
|
|
int numButtons = SDL_JoystickNumButtons(joy);
|
|
int numHats = SDL_JoystickNumHats(joy);
|
|
int numAxes = SDL_JoystickNumAxes(joy);
|
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
|
|
numAxes, numButtons, numHats);
|
|
|
|
if (numAxes >= 4 && numButtons >= 8 && numHats <= 1) {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Joystick likely to be an unmapped game controller");
|
|
if (!ret.isEmpty()) {
|
|
ret += ", ";
|
|
}
|
|
|
|
ret += name;
|
|
}
|
|
|
|
SDL_JoystickClose(joy);
|
|
}
|
|
else {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unable to open joystick for query: %s",
|
|
SDL_GetError());
|
|
}
|
|
}
|
|
}
|
|
|
|
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
|
|
|
return ret;
|
|
}
|