Split input.cpp into smaller files
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6 changed files with 1267 additions and 1241 deletions
122
app/streaming/input/abstouch.cpp
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122
app/streaming/input/abstouch.cpp
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#include "input.h"
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#include <Limelight.h>
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#include <SDL.h>
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#include "streaming/streamutils.h"
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#include <QtMath>
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// How long the fingers must be stationary to start a right click
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#define LONG_PRESS_ACTIVATION_DELAY 650
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// How far the finger can move before it cancels a right click
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#define LONG_PRESS_ACTIVATION_DELTA 0.01f
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// How long the double tap deadzone stays in effect between touch up and touch down
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#define DOUBLE_TAP_DEAD_ZONE_DELAY 250
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// How far the finger can move before it can override the double tap deadzone
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#define DOUBLE_TAP_DEAD_ZONE_DELTA 0.025f
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Uint32 SdlInputHandler::longPressTimerCallback(Uint32, void*)
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{
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// Raise the left click and start a right click
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
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return 0;
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}
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void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 10)
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if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
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// Ignore anything that isn't a touchscreen. We may get callbacks
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// for trackpads, but we want to handle those in the mouse path.
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return;
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}
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#elif defined(Q_OS_DARWIN)
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// SDL2 sends touch events from trackpads by default on
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// macOS. This totally screws our actual mouse handling,
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// so we must explicitly ignore touch events on macOS
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// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
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// to tell them apart.
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return;
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#endif
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// Observations on Windows 10: x and y appear to be relative to 0,0 of the window client area.
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// Although SDL documentation states they are 0.0 - 1.0 float values, they can actually be higher
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// or lower than those values as touch events continue for touches started within the client area that
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// leave the client area during a drag motion.
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// dx and dy are deltas from the last touch event, not the first touch down.
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// Ignore touch down events with more than one finger
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if (event->type == SDL_FINGERDOWN && SDL_GetNumTouchFingers(event->touchId) > 1) {
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return;
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}
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// Ignore touch move and touch up events from the non-primary finger
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if (event->type != SDL_FINGERDOWN && event->fingerId != m_LastTouchDownEvent.fingerId) {
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return;
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}
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SDL_Rect src, dst;
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int windowWidth, windowHeight;
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SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
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src.x = src.y = 0;
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src.w = m_StreamWidth;
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src.h = m_StreamHeight;
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dst.x = dst.y = 0;
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dst.w = windowWidth;
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dst.h = windowHeight;
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// Use the stream and window sizes to determine the video region
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StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
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if (qSqrt(qPow(event->x - m_LastTouchDownEvent.x, 2) + qPow(event->y - m_LastTouchDownEvent.y, 2)) > LONG_PRESS_ACTIVATION_DELTA) {
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// Moved too far since touch down. Cancel the long press timer.
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SDL_RemoveTimer(m_LongPressTimer);
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m_LongPressTimer = 0;
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}
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// Don't reposition for finger down events within the deadzone. This makes double-clicking easier.
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if (event->type != SDL_FINGERDOWN ||
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event->timestamp - m_LastTouchUpEvent.timestamp > DOUBLE_TAP_DEAD_ZONE_DELAY ||
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qSqrt(qPow(event->x - m_LastTouchUpEvent.x, 2) + qPow(event->y - m_LastTouchUpEvent.y, 2)) > DOUBLE_TAP_DEAD_ZONE_DELTA) {
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// Scale window-relative events to be video-relative and clamp to video region
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short x = qMin(qMax((int)(event->x * windowWidth), dst.x), dst.x + dst.w);
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short y = qMin(qMax((int)(event->y * windowHeight), dst.y), dst.y + dst.h);
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// Update the cursor position relative to the video region
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LiSendMousePositionEvent(x - dst.x, y - dst.y, dst.w, dst.h);
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}
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if (event->type == SDL_FINGERDOWN) {
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m_LastTouchDownEvent = *event;
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// Start/restart the long press timer
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SDL_RemoveTimer(m_LongPressTimer);
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m_LongPressTimer = SDL_AddTimer(LONG_PRESS_ACTIVATION_DELAY,
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longPressTimerCallback,
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nullptr);
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// Left button down on finger down
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
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}
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else if (event->type == SDL_FINGERUP) {
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m_LastTouchUpEvent = *event;
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// Cancel the long press timer
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SDL_RemoveTimer(m_LongPressTimer);
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m_LongPressTimer = 0;
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// Left button up on finger up
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
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// Raise right button too in case we triggered a long press gesture
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
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}
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}
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