moonlight-qt/app/gui/sdlgamepadkeynavigation.cpp
Joey Yakimowich-Payne d174341b6d
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Centralize SDL input subsystem ownership for hotplug recovery
2026-02-12 07:57:41 -07:00

305 lines
9.6 KiB
C++

#include "sdlgamepadkeynavigation.h"
#include <QKeyEvent>
#include <QGuiApplication>
#include <QWindow>
#include "streaming/input/sdlinputsubsystems.h"
#define AXIS_NAVIGATION_REPEAT_DELAY 150
namespace {
SdlInputSubsystems::LeaseOptions guiNavSubsystemLeaseOptions()
{
SdlInputSubsystems::LeaseOptions options = {};
options.joystick = true;
options.gameController = true;
#if !SDL_VERSION_ATLEAST(2, 0, 9)
options.haptic = false;
#endif
options.applyMappings = true;
options.flushControllerDeviceEvents = true;
return options;
}
}
SdlGamepadKeyNavigation::SdlGamepadKeyNavigation(StreamingPreferences* prefs)
: m_Prefs(prefs),
m_Enabled(false),
m_UiNavMode(false),
m_FirstPoll(false),
m_HasFocus(false),
m_LastAxisNavigationEventTime(0)
{
m_PollingTimer = new QTimer(this);
connect(m_PollingTimer, &QTimer::timeout, this, &SdlGamepadKeyNavigation::onPollingTimerFired);
}
SdlGamepadKeyNavigation::~SdlGamepadKeyNavigation()
{
disable();
}
void SdlGamepadKeyNavigation::enable()
{
if (m_Enabled) {
return;
}
if (!SdlInputSubsystems::acquire("GuiGamepadNavigation", guiNavSubsystemLeaseOptions())) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to acquire SDL input subsystems for GUI gamepad navigation");
return;
}
SDL_JoystickUpdate();
// Open all currently attached game controllers
int numJoysticks = SDL_NumJoysticks();
for (int i = 0; i < numJoysticks; i++) {
if (SDL_IsGameController(i)) {
SDL_GameController* gc = SDL_GameControllerOpen(i);
if (gc != nullptr) {
m_Gamepads.append(gc);
}
}
}
m_Enabled = true;
// Start the polling timer if the window is focused
updateTimerState();
}
void SdlGamepadKeyNavigation::disable()
{
if (!m_Enabled) {
return;
}
m_Enabled = false;
updateTimerState();
Q_ASSERT(!m_PollingTimer->isActive());
while (!m_Gamepads.isEmpty()) {
SDL_GameControllerClose(m_Gamepads[0]);
m_Gamepads.removeAt(0);
}
SdlInputSubsystems::release("GuiGamepadNavigation", guiNavSubsystemLeaseOptions());
}
void SdlGamepadKeyNavigation::notifyWindowFocus(bool hasFocus)
{
m_HasFocus = hasFocus;
updateTimerState();
}
void SdlGamepadKeyNavigation::onPollingTimerFired()
{
SDL_Event event;
// Update joystick state without pumping other events (see enable() comment)
SDL_JoystickUpdate();
// Discard any pending button events on the first poll to avoid picking up
// stale input data from the stream session (like the quit combo).
if (m_FirstPoll) {
SDL_FlushEvent(SDL_CONTROLLERBUTTONDOWN);
SDL_FlushEvent(SDL_CONTROLLERBUTTONUP);
m_FirstPoll = false;
}
// Peep events rather than polling to avoid calling SDL_PumpEvents()
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
switch (event.type) {
case SDL_QUIT:
// SDL may send us a quit event since we initialize
// the video subsystem on startup. If we get one,
// forward it on for Qt to take care of.
QCoreApplication::instance()->quit();
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
QEvent::Type type =
event.type == SDL_CONTROLLERBUTTONDOWN ?
QEvent::Type::KeyPress : QEvent::Type::KeyRelease;
// Swap face buttons if needed
if (m_Prefs->swapFaceButtons) {
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_A:
event.cbutton.button = SDL_CONTROLLER_BUTTON_B;
break;
case SDL_CONTROLLER_BUTTON_B:
event.cbutton.button = SDL_CONTROLLER_BUTTON_A;
break;
case SDL_CONTROLLER_BUTTON_X:
event.cbutton.button = SDL_CONTROLLER_BUTTON_Y;
break;
case SDL_CONTROLLER_BUTTON_Y:
event.cbutton.button = SDL_CONTROLLER_BUTTON_X;
break;
}
}
switch (event.cbutton.button) {
case SDL_CONTROLLER_BUTTON_DPAD_UP:
if (m_UiNavMode) {
// Back-tab
sendKey(type, Qt::Key_Tab, Qt::ShiftModifier);
}
else {
sendKey(type, Qt::Key_Up);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
if (m_UiNavMode) {
sendKey(type, Qt::Key_Tab);
}
else {
sendKey(type, Qt::Key_Down);
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
sendKey(type, Qt::Key_Left);
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
sendKey(type, Qt::Key_Right);
break;
case SDL_CONTROLLER_BUTTON_A:
if (m_UiNavMode) {
sendKey(type, Qt::Key_Space);
}
else {
sendKey(type, Qt::Key_Return);
}
break;
case SDL_CONTROLLER_BUTTON_B:
sendKey(type, Qt::Key_Escape);
break;
case SDL_CONTROLLER_BUTTON_X:
sendKey(type, Qt::Key_Menu);
break;
case SDL_CONTROLLER_BUTTON_Y:
case SDL_CONTROLLER_BUTTON_START:
// HACK: We use this keycode to inform main.qml
// to show the settings when Key_Menu is handled
// by the control in focus.
sendKey(type, Qt::Key_Hangup);
break;
default:
break;
}
break;
}
case SDL_CONTROLLERDEVICEADDED:
SDL_GameController* gc = SDL_GameControllerOpen(event.cdevice.which);
if (gc != nullptr) {
// SDL_CONTROLLERDEVICEADDED can be reported multiple times for the same
// gamepad in rare cases, because SDL doesn't fixup the device index in
// the SDL_CONTROLLERDEVICEADDED event if an unopened gamepad disappears
// before we've processed the add event.
if (!m_Gamepads.contains(gc)) {
m_Gamepads.append(gc);
}
else {
// We already have this game controller open
SDL_GameControllerClose(gc);
}
}
break;
}
}
// Handle analog sticks by polling
for (auto gc : std::as_const(m_Gamepads)) {
short leftX = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_LEFTX);
short leftY = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_LEFTY);
if (SDL_GetTicks() - m_LastAxisNavigationEventTime < AXIS_NAVIGATION_REPEAT_DELAY) {
// Do nothing
}
else if (leftY < -30000) {
if (m_UiNavMode) {
// Back-tab
sendKey(QEvent::Type::KeyPress, Qt::Key_Tab, Qt::ShiftModifier);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Tab, Qt::ShiftModifier);
}
else {
sendKey(QEvent::Type::KeyPress, Qt::Key_Up);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Up);
}
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
else if (leftY > 30000) {
if (m_UiNavMode) {
sendKey(QEvent::Type::KeyPress, Qt::Key_Tab);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Tab);
}
else {
sendKey(QEvent::Type::KeyPress, Qt::Key_Down);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Down);
}
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
else if (leftX < -30000) {
sendKey(QEvent::Type::KeyPress, Qt::Key_Left);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Left);
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
else if (leftX > 30000) {
sendKey(QEvent::Type::KeyPress, Qt::Key_Right);
sendKey(QEvent::Type::KeyRelease, Qt::Key_Right);
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
}
}
void SdlGamepadKeyNavigation::sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers)
{
QGuiApplication* app = static_cast<QGuiApplication*>(QGuiApplication::instance());
QWindow* focusWindow = app->focusWindow();
if (focusWindow != nullptr) {
QKeyEvent keyPressEvent(type, key, modifiers);
app->sendEvent(focusWindow, &keyPressEvent);
}
}
void SdlGamepadKeyNavigation::updateTimerState()
{
if (m_PollingTimer->isActive() && (!m_HasFocus || !m_Enabled)) {
m_PollingTimer->stop();
}
else if (!m_PollingTimer->isActive() && m_HasFocus && m_Enabled) {
// Flush events on the first poll
m_FirstPoll = true;
// Poll every 50 ms for a new joystick event
m_PollingTimer->start(50);
}
}
void SdlGamepadKeyNavigation::setUiNavMode(bool uiNavMode)
{
m_UiNavMode = uiNavMode;
}
int SdlGamepadKeyNavigation::getConnectedGamepads()
{
Q_ASSERT(m_Enabled);
int count = 0;
int numJoysticks = SDL_NumJoysticks();
for (int i = 0; i < numJoysticks; i++) {
if (SDL_IsGameController(i)) {
count++;
}
}
return count;
}