Add gamepad mouse emulation support
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2 changed files with 126 additions and 0 deletions
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@ -28,6 +28,18 @@
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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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// How long the Start button must be pressed to toggle mouse emulation
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#define MOUSE_EMULATION_LONG_PRESS_TIME 750
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// How long between polling the gamepad to send virtual mouse input
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#define MOUSE_EMULATION_POLLING_INTERVAL 50
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// Determines how fast the mouse will move each interval
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#define MOUSE_EMULATION_MOTION_MULTIPLIER 6
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// Determines the maximum motion amount before allowing movement
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#define MOUSE_EMULATION_DEADZONE 3
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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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@ -115,6 +127,7 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
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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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SDL_RemoveTimer(m_GamepadState[i].mouseEmulationTimer);
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if (m_GamepadState[i].haptic != nullptr) {
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SDL_HapticClose(m_GamepadState[i].haptic);
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}
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@ -658,6 +671,45 @@ Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
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return interval;
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}
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Uint32 SdlInputHandler::mouseEmulationTimerCallback(Uint32 interval, void *param)
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{
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auto gamepad = reinterpret_cast<GamepadState*>(param);
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short rawX;
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short rawY;
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// Determine which analog stick is currently receiving the strongest input
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if ((uint32_t)qAbs(gamepad->lsX) + qAbs(gamepad->lsY) > (uint32_t)qAbs(gamepad->rsX) + qAbs(gamepad->rsY)) {
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rawX = gamepad->lsX;
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rawY = -gamepad->lsY;
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}
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else {
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rawX = gamepad->rsX;
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rawY = -gamepad->rsY;
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}
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float deltaX;
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float deltaY;
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// Produce a base vector for mouse movement
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deltaX = rawX / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER;
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deltaY = rawY / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER;
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// Move faster as the stick moves further from center
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deltaX *= qAbs(deltaX);
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deltaY *= qAbs(deltaY);
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// Enforce deadzones
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deltaX = qAbs(deltaX) > MOUSE_EMULATION_DEADZONE ? deltaX - MOUSE_EMULATION_DEADZONE : 0;
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deltaY = qAbs(deltaY) > MOUSE_EMULATION_DEADZONE ? deltaY - MOUSE_EMULATION_DEADZONE : 0;
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if (deltaX != 0 || deltaY != 0) {
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LiSendMouseMoveEvent((short)deltaX, (short)deltaY);
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}
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return interval;
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}
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void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
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{
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SDL_JoystickID gameControllerId = event->which;
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@ -726,6 +778,73 @@ void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* eve
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return;
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}
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if (event->state == SDL_PRESSED) {
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if (event->button == SDL_CONTROLLER_BUTTON_START) {
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state->lastStartDownTime = SDL_GetTicks();
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}
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else if (state->mouseEmulationTimer != 0) {
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if (event->button == SDL_CONTROLLER_BUTTON_A) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_B) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_X) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_MIDDLE);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X2);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_UP) {
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LiSendScrollEvent(1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_DOWN) {
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LiSendScrollEvent(-1);
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}
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return;
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}
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}
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else {
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if (event->button == SDL_CONTROLLER_BUTTON_START) {
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if (SDL_GetTicks() - state->lastStartDownTime > MOUSE_EMULATION_LONG_PRESS_TIME) {
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if (state->mouseEmulationTimer != 0) {
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SDL_RemoveTimer(state->mouseEmulationTimer);
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state->mouseEmulationTimer = 0;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Mouse emulation deactivated");
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}
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else {
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state->mouseEmulationTimer = SDL_AddTimer(MOUSE_EMULATION_POLLING_INTERVAL, SdlInputHandler::mouseEmulationTimerCallback, state);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Mouse emulation active");
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}
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}
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}
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else if (state->mouseEmulationTimer != 0) {
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if (event->button == SDL_CONTROLLER_BUTTON_A) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_B) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_X) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_MIDDLE);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
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}
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return;
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}
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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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@ -855,6 +974,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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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_RemoveTimer(state->mouseEmulationTimer);
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SDL_GameControllerClose(state->controller);
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if (state->haptic != nullptr) {
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SDL_HapticClose(state->haptic);
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@ -13,6 +13,9 @@ struct GamepadState {
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int hapticEffectId;
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short index;
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SDL_TimerID mouseEmulationTimer;
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uint32_t lastStartDownTime;
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short buttons;
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short lsX, lsY;
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short rsX, rsY;
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@ -82,6 +85,9 @@ private:
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static
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Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
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static
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Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
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bool m_MultiController;
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SDL_TimerID m_MouseMoveTimer;
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SDL_atomic_t m_MouseDeltaX;
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