Compare commits

...
154 Commits
Author SHA1 Message Date
Cameron Gutman 81943b12c0 Version 2.2.0 2020-09-09 22:26:12 -07:00
Cameron Gutman 18fa7c2832 Add Discord button in Settings 2020-09-09 21:49:45 -07:00
Cameron Gutman dd02bf809e Don't require linking to wlanapi.dll
This is not always available on Windows Server
2020-09-08 18:27:01 -07:00
Cameron Gutman 2f3a1a5d79 Work around bug where GLES surface creation repeatedly fails on X11 2020-09-07 23:53:29 -07:00
Cameron Gutman 18654cb011 Work around QSGRenderThread crash on Wayland 2020-09-07 23:07:31 -07:00
Cameron Gutman 5954f80645 Update common-c to avoid TCP tests for single addresses 2020-09-07 10:57:23 -07:00
Cameron Gutman 3e36357315 Remove HDR option because it doesn't currently work 2020-09-06 17:33:40 -07:00
Cameron Gutman a06a454ade Ignore ICMP Port Unreachable messages on our UDP sockets 2020-09-06 15:02:11 -07:00
Cameron Gutman c0fab4b41f Try TCP 47989 and TCP 48010 as fallbacks if 47984 doesn't work 2020-09-06 11:56:12 -07:00
Cameron Gutman 80b79f3636 Rebuild SDL for macOS
changeset 8f1abe5e7d8f

Patches:
https://bugzilla.libsdl.org/show_bug.cgi?id=5276
https://bugzilla.libsdl.org/show_bug.cgi?id=5282
2020-09-05 15:16:19 -07:00
Cameron Gutman b97ae25f93 Flush mouse position before sending a mouse button event 2020-09-05 14:50:38 -07:00
Cameron Gutman 4722ea6096 Update SDL_GameControllerDB 2020-09-05 14:08:13 -07:00
Cameron Gutman 3e9781033a Create windows with SDL_WINDOW_METAL on macOS
This prevents the window from being recreated when initializing a Metal renderer.
2020-09-05 14:06:58 -07:00
Cameron Gutman 62b296cf85 Rebuild SDL for macOS
changeset 8f1abe5e7d8f

Patches:
https://bugzilla.libsdl.org/show_bug.cgi?id=5276
2020-09-05 14:06:58 -07:00
Cameron Gutman dcbaa52683 Rebuild SDL2 for Windows
changeset 8f1abe5e7d8f

Patches:
https://bugzilla.libsdl.org/show_bug.cgi?id=5272
https://bugzilla.libsdl.org/show_bug.cgi?id=5274
https://bugzilla.libsdl.org/show_bug.cgi?id=5276

Defines:
#undef SDL_JOYSTICK_RAWINPUT
#undef SDL_JOYSTICK_WGI
#define USE_D3D9EX 1
2020-09-05 11:28:47 -07:00
Cameron Gutman 1e29f61656 Merge pull request #433 from annk15/master
Added option to switch primary and secondary mouse buttons
2020-09-05 10:40:00 -07:00
Anton 89319dc7aa Added option to swap left and right mouse buttons
Changed the use of SDL buttons to Moonlight buttons definitions
2020-09-05 08:32:00 +02:00
Cameron Gutman 5755afc4ea Fix app window not hiding when streaming starts 2020-09-04 22:38:54 -07:00
Cameron Gutman d00c434ccc Don't try STUN for manually added PCs over VPNs 2020-09-02 22:56:59 -07:00
Cameron Gutman 4ada59ba48 Populate the external IP address when a PC is added manually using an RFC 1918 IPv4 address 2020-08-30 19:03:55 -07:00
Cameron Gutman 14ccc38f4c Fix certain CLI options not overriding GUI preferences. Fixes #435 2020-08-30 01:38:26 -07:00
Cameron Gutman a8be299bbd Fix compile warnings in moonlight-common-c 2020-08-29 21:37:34 -07:00
Cameron Gutman 2e87f5ff85 Add warning if no key frames can be received in 10 seconds 2020-08-29 21:02:22 -07:00
Cameron Gutman 829ebba622 Fix STUN socket errors being clobbered by closeSocket() 2020-08-29 13:45:20 -07:00
Cameron Gutman 81019fa2a8 Initialize gamepad navigation when streaming from the terminal 2020-08-29 12:59:27 -07:00
Cameron Gutman 1bc3675548 Update AppImage to libva 2.8.0 2020-08-23 16:08:43 -07:00
Cameron Gutman 678ec979c9 Update ASan flags for x64 support in MSVC 16.7
https://devblogs.microsoft.com/cppblog/asan-for-windows-x64-and-debug-build-support/
2020-08-22 17:36:16 -07:00
Cameron Gutman d1a48ae641 Update SDL_GameControllerDB 2020-08-22 14:39:05 -07:00
Cameron Gutman eded86bc10 Allow game controllers to be ignored during streaming only
STREAM_GAMECONTROLLER_IGNORE_DEVICES and STREAM_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT environment variables provide the same functionality as SDL_GAMECONTROLLER_IGNORE_DEVICES and SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, with the difference being SDL_* variables take effect at all times (UI and streaming) while STREAM_* variables take place only while streaming.

Fixes #425
2020-08-22 12:02:26 -07:00
Cameron Gutman 5a7a49d1d5 Display resolution and codec in OSD 2020-08-20 20:52:05 -07:00
Cameron Gutman d3de8049bf QTBUG-80947 is fixed for real in Qt 5.15.1 2020-08-19 21:47:45 -07:00
Cameron Gutman d09dd90a73 Fix hardcoded tick unit duration which is incorrect on Apple silicon 2020-08-12 18:07:10 -07:00
Cameron Gutman 78203eb9be Enable media streaming mode for 802.11 WLAN interfaces on Windows 2020-08-11 22:14:26 -07:00
Cameron Gutman 31c7d4e36f Don't hide the games immediately 2020-08-11 18:46:06 -07:00
Cameron Gutman d3949806f5 Move connection establishment to a separate thread to keep the UI responsive 2020-08-10 22:21:54 -07:00
Cameron Gutman 28ff15c99e Update common-c to prevent server-side log spam 2020-08-09 17:57:12 -07:00
Cameron Gutman bd2c74fe90 Remove UDP 7 and add UDP 47009 for WoL 2020-08-09 14:49:33 -07:00
Cameron Gutman fb6995db94 Add network test option to PC context menu 2020-08-08 20:25:26 -07:00
Cameron Gutman 8c2c4d3282 Reorder PC context menu to place destructive actions at the bottom 2020-08-08 18:32:36 -07:00
Cameron Gutman b81392b818 Add an option to disable the automatic connection testing 2020-08-08 18:29:36 -07:00
Cameron Gutman ad08440023 Test for blocked ports when adding a PC fails 2020-08-08 18:11:25 -07:00
Cameron Gutman ec17623400 Test for blocked ports when a stream fails 2020-08-08 17:59:26 -07:00
Cameron Gutman 288eca7849 Display a friendly error when the Windows Firewall service is disabled 2020-08-08 17:18:25 -07:00
Cameron Gutman b5f202150e Update Windows AppVeyor builds to Qt 5.15 2020-08-02 23:08:12 -07:00
Cameron Gutman 539bf0cb30 Add support for hiding games
Fixes #255
2020-08-01 21:06:01 -07:00
Cameron Gutman 9385d62c89 Enable poll() in ENet for Linux/BSD 2020-07-27 00:04:25 -07:00
Cameron Gutman 897f916552 Update common-c with client connectivity test and select() replacement 2020-07-26 21:05:11 -07:00
Cameron Gutman 914cf6753e Update AppImage to FFmpeg 4.3.1 2020-07-14 20:53:52 -07:00
Cameron Gutman 392208057e Update moonlight-common-c to fix FEC validation assert on GFE 3.20.4 2020-07-14 20:52:49 -07:00
Cameron Gutman 8d2cbf806d Improve message for broken Intel drivers to indicate that users should update their driver 2020-07-12 15:26:38 -07:00
Cameron Gutman ab5025efbf Ignore mouse events outside the video region 2020-07-12 15:06:36 -07:00
Cameron Gutman 912e51d863 Synchronize the client and host cursor when starting absolute mode capture 2020-07-12 15:03:08 -07:00
Cameron Gutman d1c4ca5eae Use uniform_int_distribution for generating PINs 2020-07-12 13:19:26 -07:00
Cameron Gutman 16bb4a148e Only use libsoundio on Windows or macOS 2020-07-08 18:57:27 -05:00
Cameron Gutman d7071cb67f Improve verbiage around quit app and optimize game settings options 2020-06-23 22:17:40 -07:00
Cameron Gutman a13fb3d7c5 Update AppImage to FFmpeg 4.3 2020-06-20 17:03:52 -07:00
Cameron Gutman 85558904a4 Update SDL_GameControllerDB 2020-06-20 17:02:30 -07:00
Cameron Gutman 88ed72fdc1 Use regular VSync when enabled because adaptive VSync still tears 2020-06-20 14:44:21 -07:00
Cameron Gutman 586a93d7aa Use the new EGL renderer for VAAPI by default 2020-06-13 20:21:54 -07:00
Cameron Gutman a446699c6c Update moonlight-common-c to fix QoS-related connection issues 2020-06-12 22:00:24 -07:00
Cameron Gutman f1c459fd6c Fix leak of renderer when we fail to create a GL context 2020-06-08 20:39:12 -07:00
Cameron Gutman 752f0a988b Fix crash during key generation introduced by dcba5762c7 2020-06-08 20:16:42 -07:00
Cameron Gutman 719b266691 Fix build with OpenSSL versions prior to 1.1.0 2020-06-07 16:58:47 -07:00
Cameron Gutman dcba5762c7 Avoid using functions deprecated in OpenSSL 3.0 2020-06-07 16:26:19 -07:00
Cameron Gutman 0757717bea Address const-correctness issues in NvPairingManager 2020-06-07 15:15:33 -07:00
Cameron Gutman a9f762aa96 Fix macOS AppVeyor build 2020-06-07 14:14:06 -07:00
Cameron Gutman db45f46d9e Update AppImage to FFmpeg 4.2.3 2020-06-07 12:17:43 -07:00
Cameron Gutman f00653964e Batch absolute mouse motion like we do for relative motion 2020-05-31 13:34:50 -07:00
Cameron Gutman e0154f9314 Rebuild SDL for macOS
changeset a564e72e3b2d

Patches:
https://bugzilla-attachments.libsdl.org/attachment.cgi?id=4322 for bug #5111
https://bugzilla-attachments.libsdl.org/attachment.cgi?id=4356 for bug #5158
2020-05-31 12:01:50 -07:00
Cameron Gutman 4408a3a354 Delete cached box art when the host is deleted 2020-05-29 21:44:38 -07:00
Cameron Gutman 5abf5a157d Update metadata for Quadro streaming 2020-05-27 20:05:24 -07:00
Cameron Gutman d55d5f60a5 Update common-c 2020-05-26 18:22:39 -07:00
Cameron Gutman feacf2c359 Include stdexcept for std::runtime_error 2020-05-26 17:44:18 -07:00
Cameron Gutman 72ea1601e9 Use a better workaround for the GFE 3.20.3 high FPS bug 2020-05-25 18:57:42 -07:00
Cameron Gutman 02cfd8d978 Revert "Disable SOPS for streams over 60 FPS for GFE 3.20.3"
This reverts commit d6b5c5f63e.
2020-05-25 18:46:34 -07:00
Cameron Gutman 728377cba3 Set AV_PKT_FLAG_KEY for key frames 2020-05-25 18:31:19 -07:00
Cameron Gutman f2283b56b9 Version 2.1.0 2020-05-16 23:45:09 -07:00
Cameron Gutman b515f2a599 Update SDL_GameControllerDB 2020-05-16 22:45:29 -07:00
Cameron Gutman 4354b49496 Fix CLI video decoder options being reversed 2020-05-16 17:44:04 -07:00
Cameron Gutman 994312c212 Force GL to block after the current frame instead during the next frame 2020-05-16 16:25:13 -07:00
Cameron Gutman 5f25e0d4e2 Add limited support for frame pacing to EGLRenderer 2020-05-16 15:59:10 -07:00
Cameron Gutman 4bbe571f5f Fix build without FFmpeg and with older EGL 1.5 headers 2020-05-16 13:25:10 -07:00
Cameron Gutman c58d21375c EGL 1.4 doesn't have EGLAttrib either 2020-05-16 12:20:52 -07:00
Cameron Gutman ed128c558f Add support for EGLRenderer on EGL 1.4 2020-05-16 12:13:00 -07:00
Cameron Gutman 828932d95c Fix EGL detection on RPi 2020-05-16 11:10:45 -07:00
Cameron Gutman 42ced309d3 Restore the original GL attributes after EGLRenderer is destroyed 2020-05-15 20:22:11 -07:00
Cameron Gutman 1fcd306879 Fix EGLRenderer when SDL isn't built with X11 or Wayland backends 2020-05-15 20:01:22 -07:00
Cameron Gutman 26c9ad7f06 Use eglGetProcAddress() for all GLES 2.0 extensions 2020-05-15 19:39:41 -07:00
Cameron Gutman 4b7b01ce0a Fix EGL build 2020-05-15 17:54:45 -07:00
Cameron Gutman 6632154906 Remove some unnecessary headers and definitions 2020-05-15 16:59:29 -07:00
Cameron Gutman ca67c7ef43 Provide a main function for the compile test 2020-05-15 16:57:09 -07:00
Cameron Gutman c4039a929c Use a compile test for EGL support 2020-05-15 16:46:03 -07:00
Cameron Gutman a1b74e1220 Fix vaExportSurfaceHandle() detection with i965 VAAPI driver 2020-05-14 20:56:24 -07:00
Cameron Gutman 01f6188824 Add VAAPI_FORCE_DIRECT and VAAPI_FORCE_INDIRECT env vars to control rendering technique 2020-05-13 19:45:30 -07:00
Cameron Gutman 283f31a734 Test if vaExportSurfaceHandle() works before claiming EGL export is supported 2020-05-13 19:39:45 -07:00
Cameron Gutman b800ce9ebe Allow use of VA drivers without VAEntrypointVideoProc 2020-05-13 19:31:25 -07:00
Cameron Gutman eb9d54465c Don't use EGLRenderer if not built with SDL 2.0.10+ 2020-05-13 19:19:11 -07:00
Cameron Gutman eb9e1f81d4 Enable the EGLRenderer to use the render thread 2020-05-13 19:09:20 -07:00
Cameron Gutman ddfbd70b55 Remove Wayland performance warning message 2020-05-13 18:56:18 -07:00
Cameron Gutman 51e9ab83ad Send a null AVFrame to indicate end of stream to allow renderers to do render thread cleanup 2020-05-13 18:55:21 -07:00
Cameron Gutman 5ed7e03b2e Merge pull request #365 from xdbob/wayland_for_upstream
Introduce a new FFMPEG frontend renderer: EGLRenderer
2020-05-13 18:39:18 -07:00
Cameron Gutman 0cb8d5b12f Add the older dList DLLs for the 390 drivers to the blacklist
Fixes #386
2020-05-13 04:25:53 -07:00
Cameron Gutman b4548c1af2 Flush all window events after SDL_CreateRenderer() 2020-05-12 18:41:36 -07:00
Antoine Damhet 0a396f3112 Introduce a new FFMPEG frontend renderer: EGLRenderer
Right now this renderer works on X11 & Wayland with VAAPI as a backend.

Some rendering latency benchmarks on my `i7-10510U` (with
`intel-media-driver` 20.1.1 which cause a *huge* regression with the
SDL_Renderer):
|             | X11    | Wayland |
| Before      | 6.78ms | 22.50ms |
| EGLRenderer | 0.76ms | 00.77ms |

Signed-off-by: Antoine Damhet <[email protected]>
2020-05-12 11:11:35 +02:00
Cameron Gutman 2aa18dc88f Add a bit of extra padding on the right for the scrollbar 2020-05-10 13:02:10 -07:00
Cameron Gutman 8d89983eeb Parent ScrollBars to their Flingables, not the StackView
This ensures they disappear when navigating to a new page
2020-05-10 12:53:27 -07:00
Cameron Gutman 573c470965 Ensure the title label doesn't get drawn over when the window is small 2020-05-10 12:38:56 -07:00
Cameron Gutman daa0c751e2 Fix settings layout spacing and centering 2020-05-10 12:30:15 -07:00
Cameron Gutman e1babefc80 Center toolbar text 2020-05-10 11:48:24 -07:00
Cameron Gutman ce99b0e162 Improve settings page behavior when the window is too small 2020-05-10 11:12:37 -07:00
Cameron Gutman 4c3a23b1bd Resize toolbar text 2020-05-09 23:02:09 -07:00
Cameron Gutman 12016af326 Display version number in toolbar on the settings page
Fixes #341
2020-05-09 22:20:39 -07:00
Cameron Gutman fc9871b075 Delay mouse capture until after SDL_RecreateWindow() has been called 2020-05-09 19:48:13 -07:00
Cameron Gutman 3cb3c1c6d8 Revert "Use the physical desktop size in pixels rather than the native resolution on macOS"
Let's wait until functionality is confirmed on a 5K iMac before doing this.

This reverts commit 8fe3474589.
2020-05-09 16:52:18 -07:00
Cameron Gutman 8fe3474589 Use the physical desktop size in pixels rather than the native resolution on macOS
It seems like some Macs (5K iMacs at least) don't have kDisplayModeNativeFlag set
2020-05-09 16:34:48 -07:00
Cameron Gutman dc3c565ec0 Move serialization and deserialization into NvApp class 2020-05-07 19:54:36 -07:00
Cameron Gutman 350c7d7081 Persist the IsAppCollectorGame attribute 2020-05-07 19:37:10 -07:00
Cameron Gutman 0428bc8fe3 Generate synthetic mouse button up if the mouse has left the window and the button is raised 2020-05-07 19:26:02 -07:00
Cameron Gutman 514a8575a2 Use the viewport size for computing the overlay position 2020-05-07 18:56:53 -07:00
Cameron Gutman fc11377552 Fix build on Qt 5.11 and earlier 2020-05-07 17:13:16 -07:00
Cameron Gutman fbaa70a2ae Enable the right stick to scroll the settings page. Fixes #220 2020-05-06 22:38:52 -07:00
Cameron Gutman f30c11ddf4 Properly fix SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH on macOS VTRenderer 2020-05-06 22:20:21 -07:00
Cameron Gutman 51c4ecc879 Revert "Partially unrevert 05e82c24 for macOS which still needs it"
This reverts commit 080421f2fb.
2020-05-06 21:41:57 -07:00
Cameron Gutman 080421f2fb Partially unrevert 05e82c24 for macOS which still needs it 2020-05-06 21:18:23 -07:00
Cameron Gutman 8cc61ca8b8 Use SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to get click events on focus gain 2020-05-06 20:43:41 -07:00
Cameron Gutman 400754c5b3 Revert "Pass through focus-gain clicks to the host in absolute mouse mode"
This reverts commit 05e82c24f8.
2020-05-06 20:04:07 -07:00
Cameron Gutman 05e82c24f8 Pass through focus-gain clicks to the host in absolute mouse mode 2020-05-06 18:58:43 -07:00
Cameron Gutman 97c15c7876 Ensure the Info.plist is included for builds in the IDE
It is required for SDL_WINDOW_ALLOW_HIGHDPI to work
2020-05-04 20:25:19 -07:00
Cameron Gutman 36e7cc8e89 Use a smaller MaximumUncompressedMediaSize for unofficial builds to speed up compression a bit 2020-05-04 18:32:38 -07:00
Cameron Gutman ad2ce4de53 Update moonlight-common-c 2020-05-04 18:29:55 -07:00
Cameron Gutman 2a28f7c4d2 Use jom to parallelize command-line builds on Windows 2020-05-04 18:06:32 -07:00
Cameron Gutman 0cdbe080a6 Don't archive installers on Windows AppVeyor build
They interact poorly with installed official versions.
2020-05-04 17:51:57 -07:00
Cameron Gutman 96fe1a7da1 Revert "Allow side-by-side installation of nightly and release builds"
This reverts commit 33e814122e.
2020-05-04 17:51:57 -07:00
Cameron Gutman 4f73af2920 Revert "Fix AppVeyor build archiving"
This reverts commit 402e8c1897.
2020-05-04 17:51:57 -07:00
Cameron Gutman 7ca4e49bf5 Compile in parallel on macOS 2020-05-04 17:49:24 -07:00
Cameron Gutman dfa63297fc Fix incorrectly scaled output from the SDL renderer on macOS 2020-05-04 17:48:32 -07:00
Cameron Gutman 402e8c1897 Fix AppVeyor build archiving 2020-05-02 20:59:22 -07:00
Cameron Gutman 33e814122e Allow side-by-side installation of nightly and release builds 2020-05-02 17:56:55 -07:00
Cameron Gutman f28a4df5ee Restore the full QTBUG-80947 hack as it appears to still be required sometimes 2020-05-02 10:14:54 -07:00
Cameron Gutman 417aa2815c Add a friendly error message when no video traffic is received 2020-05-01 21:28:48 -07:00
Cameron Gutman 2fdabe37aa Raise the window before capturing in relative mode 2020-05-01 18:44:22 -07:00
Cameron Gutman d8270dfb6a Capture mouse by default on debug builds too 2020-05-01 18:43:54 -07:00
Cameron Gutman b75f662c41 Add the ability to rename PCs 2020-05-01 18:34:15 -07:00
Cameron Gutman 0d9d0845f5 Add --touchscreen-trackpad options 2020-04-30 21:10:53 -07:00
Cameron Gutman 5d66a1f298 Fix absolute mouse mode help text 2020-04-30 21:05:53 -07:00
Cameron Gutman 9bf52eb63a Improve relative touch deadzone behavior 2020-04-30 21:04:51 -07:00
Cameron Gutman 0c9d72a9a1 Restore the option for relative touch mode 2020-04-30 20:55:15 -07:00
Cameron Gutman c2c2bd2df6 Split input.cpp into smaller files 2020-04-30 20:22:43 -07:00
Cameron Gutman 78fc594d84 Move input code into a subfolder 2020-04-30 20:09:36 -07:00
Cameron Gutman 53b1e7c573 Update moonlight-common-c 2020-04-29 20:22:02 -07:00
Cameron Gutman c14404a7c1 Restore the QTBUG-80947 hack for support for direct connections without a router 2020-04-29 20:20:17 -07:00
Cameron Gutman 96e6750f9c Don't confine the cursor to the full-screen window when not capturing input 2020-04-28 20:37:00 -07:00
Cameron Gutman dbafd05a4e Store a pointer to the window inside the input handler 2020-04-28 20:24:27 -07:00
Cameron Gutman d7fd578cc3 Don't set MODIFIER_META when meta key is disabled 2020-04-28 20:06:30 -07:00
108 changed files with 4754 additions and 1999 deletions
+28 -1
View File
@@ -146,7 +146,7 @@ private:
L"EZFRD32.dll",
L"EZFRD64.dll",
// These are the dList DLLs for Optimus hybrid graphics DDI.
// These are the newer dList DLLs for Optimus hybrid graphics DDI.
// https://docs.microsoft.com/en-us/windows-hardware/drivers/display/hybrid-system-ddi
//
// We forcefully block them from loading because Optimus has a bug that
@@ -157,6 +157,33 @@ private:
L"nvdlist.dll",
L"nvdlistx.dll",
// These are the older dList/AppInit DLLs for Optimus hybrid graphics DDI.
// https://docs.microsoft.com/en-us/windows-hardware/drivers/display/hybrid-system-ddi
//
// These seem to cause a crash in PresentEx() in full-screen exclusive mode.
// This block will prevent Optimus from ever using the dGPU even if the user has requested it.
// https://github.com/moonlight-stream/moonlight-qt/issues/386
//
// d3d9!CSwapChain::BltToHybridPrimary+0x200:
// 00007ffa`23f37e58 488b01 mov rax,qword ptr [rcx] ds:00000000`00000038=????????????????
// 00 0000004e`496ff4e0 00007ffa`23f39e2c d3d9!CSwapChain::BltToHybridPrimary+0x200
// 01 0000004e`496ff880 00007ffa`23ee39ce d3d9!CSwapChain::FlipToSurface+0x15c
// 02 0000004e`496ff900 00007ffa`23f4dd75 d3d9!CSwapChain::PresentMain+0x3e13e
// 03 0000004e`496ffab0 00007ffa`23f4dccd d3d9!CBaseDevice::PresentMain+0x9d
// 04 0000004e`496ffb00 00007ff7`8e31016f d3d9!CBaseDevice::PresentEx+0xbd
// 05 0000004e`496ffb50 00007ff7`8e30df1e Moonlight!DXVA2Renderer::renderFrame+0x61f [C:\moonlight-qt\app\streaming\video\ffmpeg-renderers\dxva2.cpp @ 1035]
// 06 0000004e`496ffd50 00007ff7`8e30e46a Moonlight!Pacer::renderFrame+0x3e [C:\moonlight-qt\app\streaming\video\ffmpeg-renderers\pacer\pacer.cpp @ 265]
// 07 (Inline Function) --------`-------- Moonlight!Pacer::renderLastFrameAndUnlock+0x197 [C:\moonlight-qt\app\streaming\video\ffmpeg-renderers\pacer\pacer.cpp @ 156]
// 08 0000004e`496ffda0 00007ffa`14476978 Moonlight!Pacer::renderThread+0x1ca [C:\moonlight-qt\app\streaming\video\ffmpeg-renderers\pacer\pacer.cpp @ 88]
// 09 0000004e`496ffde0 00007ffa`14476ee2 SDL2!SDL_RunThread+0x38 [C:\Users\camer\SDL\src\thread\SDL_thread.c @ 276]
// 0a 0000004e`496ffe10 00007ffa`2aae0e82 SDL2!RunThread+0x12 [C:\Users\camer\SDL\src\thread\windows\SDL_systhread.c @ 83]
// 0b 0000004e`496ffe40 00007ffa`2d627bd4 ucrtbase!thread_start<unsigned int (__cdecl*)(void *),1>+0x42
// 0c 0000004e`496ffe70 00007ffa`2da4ce51 kernel32!BaseThreadInitThunk+0x14
// 0d 0000004e`496ffea0 00000000`00000000 ntdll!RtlUserThreadStart+0x21
//
L"nvinit.dll",
L"nvinitx.dll",
// In some unknown circumstances, RTSS tries to hook in the middle of an instruction, leaving garbage
// code inside d3d9.dll that causes a crash when executed:
//
+23 -17
View File
@@ -59,20 +59,6 @@ unix:!macx {
CONFIG += link_pkgconfig
PKGCONFIG += openssl sdl2 SDL2_ttf opus
# SLAudio is used on Steam Link
!config_SL {
CONFIG += soundio
}
soundio {
packagesExist(libpulse) {
PKGCONFIG += libpulse
}
packagesExist(alsa) {
PKGCONFIG += alsa
}
}
packagesExist(libavcodec) {
PKGCONFIG += libavcodec libavutil
CONFIG += ffmpeg
@@ -133,6 +119,7 @@ macx {
}
SOURCES += \
backend/nvapp.cpp \
main.cpp \
backend/computerseeker.cpp \
backend/identitymanager.cpp \
@@ -146,7 +133,12 @@ SOURCES += \
cli/quitstream.cpp \
cli/startstream.cpp \
settings/streamingpreferences.cpp \
streaming/input.cpp \
streaming/input/abstouch.cpp \
streaming/input/gamepad.cpp \
streaming/input/input.cpp \
streaming/input/keyboard.cpp \
streaming/input/mouse.cpp \
streaming/input/reltouch.cpp \
streaming/session.cpp \
streaming/audio/audio.cpp \
streaming/audio/renderers/sdlaud.cpp \
@@ -162,6 +154,7 @@ SOURCES += \
wm.cpp
HEADERS += \
backend/nvapp.h \
utils.h \
backend/computerseeker.h \
backend/identitymanager.h \
@@ -175,7 +168,7 @@ HEADERS += \
cli/quitstream.h \
cli/startstream.h \
settings/streamingpreferences.h \
streaming/input.h \
streaming/input/input.h \
streaming/session.h \
streaming/audio/renderers/renderer.h \
streaming/audio/renderers/sdl.h \
@@ -257,6 +250,16 @@ libdrm {
SOURCES += streaming/video/ffmpeg-renderers/drm.cpp
HEADERS += streaming/video/ffmpeg-renderers/drm.h
}
config_EGL {
message(EGL renderer selected)
CONFIG += egl
DEFINES += HAVE_EGL
SOURCES += \
streaming/video/ffmpeg-renderers/eglvid.cpp \
streaming/video/ffmpeg-renderers/egl_extensions.cpp
HEADERS += streaming/video/ffmpeg-renderers/eglvid.h
}
config_SL {
message(Steam Link build configuration selected)
@@ -398,7 +401,10 @@ macx {
APP_BUNDLE_FRAMEWORKS.files = $$files(../libs/mac/Frameworks/*.framework, true) $$files(../libs/mac/lib/*.dylib, true)
APP_BUNDLE_FRAMEWORKS.path = Contents/Frameworks
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES APP_BUNDLE_FRAMEWORKS
APP_BUNDLE_PLIST.files = $$OUT_PWD/Info.plist
APP_BUNDLE_PLIST.path = Contents
QMAKE_BUNDLE_DATA += APP_BUNDLE_RESOURCES APP_BUNDLE_FRAMEWORKS APP_BUNDLE_PLIST
QMAKE_RPATHDIR += @executable_path/../Frameworks
}
+5 -2
View File
@@ -29,9 +29,12 @@ AutoUpdateChecker::AutoUpdateChecker(QObject *parent) :
void AutoUpdateChecker::start()
{
#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN) || defined(STEAM_LINK) || defined(APP_IMAGE) // Only run update checker on platforms without auto-update
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 14, 2) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 15, 1) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947 (introduced in Qt 5.14.0 and fixed in Qt 5.15.1)
QT_WARNING_PUSH
QT_WARNING_DISABLE_DEPRECATED
m_Nam.setNetworkAccessible(QNetworkAccessManager::Accessible);
QT_WARNING_POP
#endif
// We'll get a callback when this is finished
+10
View File
@@ -87,6 +87,16 @@ QUrl BoxArtManager::loadBoxArt(NvComputer* computer, NvApp& app)
return QUrl("qrc:/res/no_app_image.png");
}
void BoxArtManager::deleteBoxArt(NvComputer* computer)
{
QDir dir(Path::getBoxArtCacheDir());
// Delete everything in this computer's box art directory
if (dir.cd(computer->uuid)) {
dir.removeRecursively();
}
}
void BoxArtManager::handleBoxArtLoadComplete(NvComputer* computer, NvApp app, QUrl image)
{
if (!image.isEmpty()) {
+4
View File
@@ -18,6 +18,10 @@ public:
QUrl
loadBoxArt(NvComputer* computer, NvApp& app);
static
void
deleteBoxArt(NvComputer* computer);
signals:
void
boxArtLoadComplete(NvComputer* computer, NvApp app, QUrl image);
+65 -10
View File
@@ -1,4 +1,5 @@
#include "computermanager.h"
#include "boxartmanager.h"
#include "nvhttp.h"
#include "settings/streamingpreferences.h"
@@ -67,12 +68,7 @@ private:
}
QWriteLocker lock(&m_Computer->lock);
if (m_Computer->appList != appList) {
m_Computer->appList = appList;
m_Computer->sortAppList();
changed = true;
}
changed = m_Computer->updateAppList(appList);
return true;
}
@@ -399,6 +395,9 @@ public:
// Delete the polling entry first. This will stop all polling threads too.
delete pollingEntry;
// Delete cached box art
BoxArtManager::deleteBoxArt(m_Computer);
// Finally, delete the computer itself. This must be done
// last because the polling thread might be using it.
delete m_Computer;
@@ -416,6 +415,28 @@ void ComputerManager::deleteHost(NvComputer* computer)
QThreadPool::globalInstance()->start(new DeferredHostDeletionTask(this, computer));
}
void ComputerManager::renameHost(NvComputer* computer, QString name)
{
{
QWriteLocker(&computer->lock);
computer->name = name;
computer->hasCustomName = true;
}
// Notify the UI of the state change
handleComputerStateChanged(computer);
}
void ComputerManager::clientSideAttributeUpdated(NvComputer* computer)
{
// Persist the change
saveHosts();
// Notify the UI of the state change
handleComputerStateChanged(computer);
}
void ComputerManager::handleAboutToQuit()
{
QWriteLocker lock(&m_Lock);
@@ -586,7 +607,7 @@ public:
}
signals:
void computerAddCompleted(QVariant success);
void computerAddCompleted(QVariant success, QVariant detectedPortBlocking);
void computerStateChanged(NvComputer* computer);
@@ -616,7 +637,20 @@ private:
return serverInfo;
} catch (...) {
if (!m_Mdns) {
emit computerAddCompleted(false);
StreamingPreferences prefs;
int portTestResult;
if (prefs.detectNetworkBlocking) {
// We failed to connect to the specified PC. Let's test to make sure this network
// isn't blocking Moonlight, so we can tell the user about it.
portTestResult = LiTestClientConnectivity("qt.conntest.moonlight-stream.org", 443,
ML_PORT_FLAG_TCP_47984 | ML_PORT_FLAG_TCP_47989);
}
else {
portTestResult = 0;
}
emit computerAddCompleted(false, portTestResult != 0 && portTestResult != ML_TEST_RESULT_INCONCLUSIVE);
}
return QString();
}
@@ -694,6 +728,12 @@ private:
newComputer->manualAddress = m_Address;
}
QHostAddress hostAddress(m_Address);
bool addressIsSiteLocalV4 =
hostAddress.isInSubnet(QHostAddress("10.0.0.0"), 8) ||
hostAddress.isInSubnet(QHostAddress("172.16.0.0"), 12) ||
hostAddress.isInSubnet(QHostAddress("192.168.0.0"), 16);
{
// Check if this PC already exists
QWriteLocker lock(&m_ComputerManager->m_Lock);
@@ -708,7 +748,7 @@ private:
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
emit computerAddCompleted(true, false);
}
// Tell our client if something changed
@@ -727,9 +767,24 @@ private:
// Drop the lock before notifying
lock.unlock();
// If this wasn't added via mDNS but it is a RFC 1918 IPv4 address and not a VPN,
// go ahead and do the STUN request now to populate an external address.
if (!m_Mdns && addressIsSiteLocalV4 && !newComputer->isReachableOverVpn()) {
quint32 addr;
int err = LiFindExternalAddressIP4("stun.moonlight-stream.org", 3478, &addr);
if (err == 0) {
lock.relock();
newComputer->remoteAddress = QHostAddress(qFromBigEndian(addr)).toString();
lock.unlock();
}
else {
qWarning() << "STUN failed to get WAN address:" << err;
}
}
// For non-mDNS clients, let them know it succeeded
if (!m_Mdns) {
emit computerAddCompleted(true);
emit computerAddCompleted(true, false);
}
// Tell our client about this new PC
+5 -1
View File
@@ -179,12 +179,16 @@ public:
// computer is deleted inside this call
void deleteHost(NvComputer* computer);
void renameHost(NvComputer* computer, QString name);
void clientSideAttributeUpdated(NvComputer* computer);
signals:
void computerStateChanged(NvComputer* computer);
void pairingCompleted(NvComputer* computer, QString error);
void computerAddCompleted(QVariant success);
void computerAddCompleted(QVariant success, QVariant detectedPortBlocking);
void quitAppCompleted(QVariant error);
+11 -14
View File
@@ -5,7 +5,6 @@
#include <openssl/pem.h>
#include <openssl/rsa.h>
#include <openssl/bn.h>
#include <openssl/x509.h>
#include <openssl/rand.h>
@@ -32,20 +31,19 @@ void IdentityManager::createCredentials(QSettings& settings)
X509* cert = X509_new();
THROW_BAD_ALLOC_IF_NULL(cert);
EVP_PKEY* pk = EVP_PKEY_new();
EVP_PKEY_CTX* ctx = EVP_PKEY_CTX_new_id(EVP_PKEY_RSA, NULL);
THROW_BAD_ALLOC_IF_NULL(ctx);
EVP_PKEY_keygen_init(ctx);
EVP_PKEY_CTX_set_rsa_keygen_bits(ctx, 2048);
// pk must be initialized on input
EVP_PKEY* pk = NULL;
EVP_PKEY_keygen(ctx, &pk);
EVP_PKEY_CTX_free(ctx);
THROW_BAD_ALLOC_IF_NULL(pk);
BIGNUM* bne = BN_new();
THROW_BAD_ALLOC_IF_NULL(bne);
RSA* rsa = RSA_new();
THROW_BAD_ALLOC_IF_NULL(rsa);
BN_set_word(bne, RSA_F4);
RSA_generate_key_ex(rsa, 2048, bne, nullptr);
EVP_PKEY_assign_RSA(pk, rsa);
X509_set_version(cert, 2);
ASN1_INTEGER_set(X509_get_serialNumber(cert), 0);
#if OPENSSL_VERSION_NUMBER < 0x10100000L
@@ -94,7 +92,6 @@ void IdentityManager::createCredentials(QSettings& settings)
X509_free(cert);
EVP_PKEY_free(pk);
BN_free(bne);
BIO_free(biokey);
BIO_free(biocert);
+25
View File
@@ -0,0 +1,25 @@
#include "nvapp.h"
#define SER_APPNAME "name"
#define SER_APPID "id"
#define SER_APPHDR "hdr"
#define SER_APPCOLLECTOR "appcollector"
#define SER_HIDDEN "hidden"
NvApp::NvApp(QSettings& settings)
{
name = settings.value(SER_APPNAME).toString();
id = settings.value(SER_APPID).toInt();
hdrSupported = settings.value(SER_APPHDR).toBool();
isAppCollectorGame = settings.value(SER_APPCOLLECTOR).toBool();
hidden = settings.value(SER_HIDDEN).toBool();
}
void NvApp::serialize(QSettings& settings) const
{
settings.setValue(SER_APPNAME, name);
settings.setValue(SER_APPID, id);
settings.setValue(SER_APPHDR, hdrSupported);
settings.setValue(SER_APPCOLLECTOR, isAppCollectorGame);
settings.setValue(SER_HIDDEN, hidden);
}
+40
View File
@@ -0,0 +1,40 @@
#pragma once
#include <QSettings>
class NvApp
{
public:
NvApp() {}
explicit NvApp(QSettings& settings);
bool operator==(const NvApp& other) const
{
return id == other.id &&
name == other.name &&
hdrSupported == other.hdrSupported &&
isAppCollectorGame == other.isAppCollectorGame &&
hidden == other.hidden;
}
bool operator!=(const NvApp& other) const
{
return !operator==(other);
}
bool isInitialized()
{
return id != 0 && !name.isEmpty();
}
void
serialize(QSettings& settings) const;
int id = 0;
QString name;
bool hdrSupported = false;
bool isAppCollectorGame = false;
bool hidden = false;
};
Q_DECLARE_METATYPE(NvApp)
+38 -17
View File
@@ -1,4 +1,5 @@
#include "nvcomputer.h"
#include "nvapp.h"
#include <QUdpSocket>
#include <QHostInfo>
@@ -14,15 +15,13 @@
#define SER_IPV6ADDR "ipv6address"
#define SER_APPLIST "apps"
#define SER_SRVCERT "srvcert"
#define SER_APPNAME "name"
#define SER_APPID "id"
#define SER_APPHDR "hdr"
#define SER_CUSTOMNAME "customname"
NvComputer::NvComputer(QSettings& settings)
{
this->name = settings.value(SER_NAME).toString();
this->uuid = settings.value(SER_UUID).toString();
this->hasCustomName = settings.value(SER_CUSTOMNAME).toBool();
this->macAddress = settings.value(SER_MAC).toByteArray();
this->localAddress = settings.value(SER_LOCALADDR).toString();
this->remoteAddress = settings.value(SER_REMOTEADDR).toString();
@@ -32,14 +31,9 @@ NvComputer::NvComputer(QSettings& settings)
int appCount = settings.beginReadArray(SER_APPLIST);
for (int i = 0; i < appCount; i++) {
NvApp app;
settings.setArrayIndex(i);
app.name = settings.value(SER_APPNAME).toString();
app.id = settings.value(SER_APPID).toInt();
app.hdrSupported = settings.value(SER_APPHDR).toBool();
NvApp app(settings);
this->appList.append(app);
}
settings.endArray();
@@ -62,6 +56,7 @@ void NvComputer::serialize(QSettings& settings) const
QReadLocker lock(&this->lock);
settings.setValue(SER_NAME, name);
settings.setValue(SER_CUSTOMNAME, hasCustomName);
settings.setValue(SER_UUID, uuid);
settings.setValue(SER_MAC, macAddress);
settings.setValue(SER_LOCALADDR, localAddress);
@@ -76,10 +71,7 @@ void NvComputer::serialize(QSettings& settings) const
settings.beginWriteArray(SER_APPLIST);
for (int i = 0; i < appList.count(); i++) {
settings.setArrayIndex(i);
settings.setValue(SER_APPNAME, appList[i].name);
settings.setValue(SER_APPID, appList[i].id);
settings.setValue(SER_APPHDR, appList[i].hdrSupported);
appList[i].serialize(settings);
}
settings.endArray();
}
@@ -96,6 +88,7 @@ NvComputer::NvComputer(QString address, QString serverInfo, QSslCertificate serv
{
this->serverCert = serverCert;
this->hasCustomName = false;
this->name = NvHTTP::getXmlString(serverInfo, "hostname");
if (this->name.isEmpty()) {
this->name = "UNKNOWN";
@@ -164,8 +157,9 @@ bool NvComputer::wake()
}
const quint16 WOL_PORTS[] = {
7, 9, // Standard WOL ports
9, // Standard WOL port (privileged port)
47998, 47999, 48000, 48002, 48010, // Ports opened by GFE
47009, // Port opened by Moonlight Internet Hosting Tool for WoL (non-privileged port)
};
// Create the WoL payload
@@ -313,6 +307,25 @@ bool NvComputer::isReachableOverVpn()
}
}
bool NvComputer::updateAppList(QVector<NvApp> newAppList) {
if (appList == newAppList) {
return false;
}
// Propagate client-side attributes to the new app list
for (const NvApp& existingApp : appList) {
for (NvApp& newApp : newAppList) {
if (existingApp.id == newApp.id) {
newApp.hidden = existingApp.hidden;
}
}
}
appList = newAppList;
sortAppList();
return true;
}
QVector<QString> NvComputer::uniqueAddresses() const
{
QVector<QString> uniqueAddressList;
@@ -377,7 +390,10 @@ bool NvComputer::update(NvComputer& that)
changed = true; \
}
ASSIGN_IF_CHANGED(name);
if (!hasCustomName) {
// Only overwrite the name if it's not custom
ASSIGN_IF_CHANGED(name);
}
ASSIGN_IF_CHANGED_AND_NONEMPTY(macAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(localAddress);
ASSIGN_IF_CHANGED_AND_NONEMPTY(remoteAddress);
@@ -393,7 +409,12 @@ bool NvComputer::update(NvComputer& that)
ASSIGN_IF_CHANGED(maxLumaPixelsHEVC);
ASSIGN_IF_CHANGED(gpuModel);
ASSIGN_IF_CHANGED_AND_NONNULL(serverCert);
ASSIGN_IF_CHANGED_AND_NONEMPTY(appList);
ASSIGN_IF_CHANGED_AND_NONEMPTY(displayModes);
if (!that.appList.isEmpty()) {
// updateAppList() handles merging client-side attributes
updateAppList(that.appList);
}
return changed;
}
+3
View File
@@ -16,6 +16,8 @@ class NvComputer
private:
void sortAppList();
bool updateAppList(QVector<NvApp> newAppList);
bool pendingQuit;
public:
@@ -71,6 +73,7 @@ public:
QString manualAddress;
QByteArray macAddress;
QString name;
bool hasCustomName;
QString uuid;
QSslCertificate serverCert;
QVector<NvApp> appList;
+10 -3
View File
@@ -163,7 +163,11 @@ NvHTTP::launchApp(int appId,
"appid="+QString::number(appId)+
"&mode="+QString::number(streamConfig->width)+"x"+
QString::number(streamConfig->height)+"x"+
QString::number(streamConfig->fps)+
// Using an FPS value over 60 causes SOPS to default to 720p60,
// so force it to 0 to ensure the correct resolution is set. We
// used to use 60 here but that locked the frame rate to 60 FPS
// on GFE 3.20.3.
QString::number(streamConfig->fps > 60 ? 0 : streamConfig->fps)+
"&additionalStates=1&sops="+QString::number(sops ? 1 : 0)+
"&rikey="+QByteArray(streamConfig->remoteInputAesKey, sizeof(streamConfig->remoteInputAesKey)).toHex()+
"&rikeyid="+QString::number(riKeyId)+
@@ -440,9 +444,12 @@ NvHTTP::openConnection(QUrl baseUrl,
// Add our client certificate
request.setSslConfiguration(IdentityManager::get()->getSslConfig());
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 14, 2) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0) && QT_VERSION < QT_VERSION_CHECK(5, 15, 1) && !defined(QT_NO_BEARERMANAGEMENT)
// HACK: Set network accessibility to work around QTBUG-80947 (introduced in Qt 5.14.0 and fixed in Qt 5.15.1)
QT_WARNING_PUSH
QT_WARNING_DISABLE_DEPRECATED
m_Nam.setNetworkAccessible(QNetworkAccessManager::Accessible);
QT_WARNING_POP
#endif
QNetworkReply* reply = m_Nam.get(request);
+1 -21
View File
@@ -1,6 +1,7 @@
#pragma once
#include "identitymanager.h"
#include "nvapp.h"
#include <Limelight.h>
@@ -8,27 +9,6 @@
#include <QNetworkAccessManager>
#include <QNetworkReply>
class NvApp
{
public:
bool operator==(const NvApp& other) const
{
return id == other.id;
}
bool isInitialized()
{
return id != 0 && !name.isEmpty();
}
int id;
QString name;
bool hdrSupported;
bool isAppCollectorGame;
};
Q_DECLARE_METATYPE(NvApp)
class NvDisplayMode
{
public:
+55 -27
View File
@@ -1,8 +1,9 @@
#include "nvpairingmanager.h"
#include "utils.h"
#include <stdexcept>
#include <openssl/bio.h>
#include <openssl/aes.h>
#include <openssl/rand.h>
#include <openssl/pem.h>
#include <openssl/x509.h>
@@ -51,39 +52,63 @@ NvPairingManager::generateRandomBytes(int length)
}
QByteArray
NvPairingManager::encrypt(QByteArray plaintext, AES_KEY* key)
NvPairingManager::encrypt(const QByteArray& plaintext, const QByteArray& key)
{
QByteArray ciphertext(plaintext.size(), 0);
EVP_CIPHER_CTX* cipher;
int ciphertextLen;
for (int i = 0; i < plaintext.size(); i += 16)
{
AES_encrypt(reinterpret_cast<unsigned char*>(&plaintext.data()[i]),
reinterpret_cast<unsigned char*>(&ciphertext.data()[i]),
key);
}
cipher = EVP_CIPHER_CTX_new();
THROW_BAD_ALLOC_IF_NULL(cipher);
EVP_EncryptInit(cipher, EVP_aes_128_ecb(), reinterpret_cast<const unsigned char*>(key.data()), NULL);
EVP_CIPHER_CTX_set_padding(cipher, 0);
EVP_EncryptUpdate(cipher,
reinterpret_cast<unsigned char*>(ciphertext.data()),
&ciphertextLen,
reinterpret_cast<const unsigned char*>(plaintext.data()),
plaintext.length());
Q_ASSERT(ciphertextLen == ciphertext.length());
EVP_CIPHER_CTX_free(cipher);
return ciphertext;
}
QByteArray
NvPairingManager::decrypt(QByteArray ciphertext, AES_KEY* key)
NvPairingManager::decrypt(const QByteArray& ciphertext, const QByteArray& key)
{
QByteArray plaintext(ciphertext.size(), 0);
EVP_CIPHER_CTX* cipher;
int plaintextLen;
for (int i = 0; i < plaintext.size(); i += 16)
{
AES_decrypt(reinterpret_cast<unsigned char*>(&ciphertext.data()[i]),
reinterpret_cast<unsigned char*>(&plaintext.data()[i]),
key);
}
cipher = EVP_CIPHER_CTX_new();
THROW_BAD_ALLOC_IF_NULL(cipher);
EVP_DecryptInit(cipher, EVP_aes_128_ecb(), reinterpret_cast<const unsigned char*>(key.data()), NULL);
EVP_CIPHER_CTX_set_padding(cipher, 0);
EVP_DecryptUpdate(cipher,
reinterpret_cast<unsigned char*>(plaintext.data()),
&plaintextLen,
reinterpret_cast<const unsigned char*>(ciphertext.data()),
ciphertext.length());
Q_ASSERT(plaintextLen == plaintext.length());
EVP_CIPHER_CTX_free(cipher);
return plaintext;
}
QByteArray
NvPairingManager::getSignatureFromPemCert(QByteArray certificate)
NvPairingManager::getSignatureFromPemCert(const QByteArray& certificate)
{
#if (OPENSSL_VERSION_NUMBER < 0x10100000L)
BIO* bio = BIO_new_mem_buf(const_cast<char*>(certificate.data()), -1);
#else
BIO* bio = BIO_new_mem_buf(certificate.data(), -1);
#endif
THROW_BAD_ALLOC_IF_NULL(bio);
X509* cert = PEM_read_bio_X509(bio, nullptr, nullptr, nullptr);
@@ -107,9 +132,13 @@ NvPairingManager::getSignatureFromPemCert(QByteArray certificate)
}
bool
NvPairingManager::verifySignature(QByteArray data, QByteArray signature, QByteArray serverCertificate)
NvPairingManager::verifySignature(const QByteArray& data, const QByteArray& signature, const QByteArray& serverCertificate)
{
#if (OPENSSL_VERSION_NUMBER < 0x10100000L)
BIO* bio = BIO_new_mem_buf(const_cast<char*>(serverCertificate.data()), -1);
#else
BIO* bio = BIO_new_mem_buf(serverCertificate.data(), -1);
#endif
THROW_BAD_ALLOC_IF_NULL(bio);
X509* cert = PEM_read_bio_X509(bio, nullptr, nullptr, nullptr);
@@ -123,7 +152,7 @@ NvPairingManager::verifySignature(QByteArray data, QByteArray signature, QByteAr
EVP_DigestVerifyInit(mdctx, nullptr, EVP_sha256(), nullptr, pubKey);
EVP_DigestVerifyUpdate(mdctx, data.data(), data.length());
int result = EVP_DigestVerifyFinal(mdctx, reinterpret_cast<unsigned char*>(signature.data()), signature.length());
int result = EVP_DigestVerifyFinal(mdctx, reinterpret_cast<unsigned char*>(const_cast<char*>(signature.data())), signature.length());
EVP_PKEY_free(pubKey);
EVP_MD_CTX_destroy(mdctx);
@@ -133,7 +162,7 @@ NvPairingManager::verifySignature(QByteArray data, QByteArray signature, QByteAr
}
QByteArray
NvPairingManager::signMessage(QByteArray message)
NvPairingManager::signMessage(const QByteArray& message)
{
EVP_MD_CTX *ctx = EVP_MD_CTX_create();
THROW_BAD_ALLOC_IF_NULL(ctx);
@@ -143,7 +172,7 @@ NvPairingManager::signMessage(QByteArray message)
EVP_DigestInit_ex(ctx, md, NULL);
EVP_DigestSignInit(ctx, NULL, md, NULL, m_PrivateKey);
EVP_DigestSignUpdate(ctx, reinterpret_cast<unsigned char*>(message.data()), message.length());
EVP_DigestSignUpdate(ctx, reinterpret_cast<unsigned char*>(const_cast<char*>(message.data())), message.length());
size_t signatureLength = 0;
EVP_DigestSignFinal(ctx, NULL, &signatureLength);
@@ -157,7 +186,7 @@ NvPairingManager::signMessage(QByteArray message)
}
QByteArray
NvPairingManager::saltPin(QByteArray salt, QString pin)
NvPairingManager::saltPin(const QByteArray& salt, QString pin)
{
return QByteArray().append(salt).append(pin.toLatin1());
}
@@ -186,9 +215,8 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
QByteArray salt = generateRandomBytes(16);
QByteArray saltedPin = saltPin(salt, pin);
AES_KEY encKey, decKey;
AES_set_decrypt_key(reinterpret_cast<const unsigned char*>(QCryptographicHash::hash(saltedPin, hashAlgo).data()), 128, &decKey);
AES_set_encrypt_key(reinterpret_cast<const unsigned char*>(QCryptographicHash::hash(saltedPin, hashAlgo).data()), 128, &encKey);
QByteArray aesKey = QCryptographicHash::hash(saltedPin, hashAlgo).data();
aesKey.truncate(16);
QString getCert = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
"pair",
@@ -223,7 +251,7 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
m_Http.setServerCert(serverCert);
QByteArray randomChallenge = generateRandomBytes(16);
QByteArray encryptedChallenge = encrypt(randomChallenge, &encKey);
QByteArray encryptedChallenge = encrypt(randomChallenge, aesKey);
QString challengeXml = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
"pair",
"devicename=roth&updateState=1&clientchallenge=" +
@@ -237,7 +265,7 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
return PairState::FAILED;
}
QByteArray challengeResponseData = decrypt(m_Http.getXmlStringFromHex(challengeXml, "challengeresponse"), &decKey);
QByteArray challengeResponseData = decrypt(m_Http.getXmlStringFromHex(challengeXml, "challengeresponse"), aesKey);
QByteArray clientSecretData = generateRandomBytes(16);
QByteArray challengeResponse;
QByteArray serverResponse(challengeResponseData.data(), hashLength);
@@ -258,7 +286,7 @@ NvPairingManager::pair(QString appVersion, QString pin, QSslCertificate& serverC
QByteArray paddedHash = QCryptographicHash::hash(challengeResponse, hashAlgo);
paddedHash.resize(32);
QByteArray encryptedChallengeResponseHash = encrypt(paddedHash, &encKey);
QByteArray encryptedChallengeResponseHash = encrypt(paddedHash, aesKey);
QString respXml = m_Http.openConnectionToString(m_Http.m_BaseUrlHttp,
"pair",
"devicename=roth&updateState=1&serverchallengeresp=" +
+6 -7
View File
@@ -3,7 +3,6 @@
#include "identitymanager.h"
#include "nvhttp.h"
#include <openssl/aes.h>
#include <openssl/x509.h>
#include <openssl/evp.h>
@@ -30,22 +29,22 @@ private:
generateRandomBytes(int length);
QByteArray
saltPin(QByteArray salt, QString pin);
saltPin(const QByteArray& salt, QString pin);
QByteArray
encrypt(QByteArray plaintext, AES_KEY* key);
encrypt(const QByteArray& plaintext, const QByteArray& key);
QByteArray
decrypt(QByteArray ciphertext, AES_KEY* key);
decrypt(const QByteArray& ciphertext, const QByteArray& key);
QByteArray
getSignatureFromPemCert(QByteArray certificate);
getSignatureFromPemCert(const QByteArray& certificate);
bool
verifySignature(QByteArray data, QByteArray signature, QByteArray serverCertificate);
verifySignature(const QByteArray& data, const QByteArray& signature, const QByteArray& serverCertificate);
QByteArray
signMessage(QByteArray message);
signMessage(const QByteArray& message);
NvHTTP m_Http;
X509* m_Cert;
+15 -6
View File
@@ -8,6 +8,7 @@
SystemProperties::SystemProperties()
{
versionString = QString(VERSION_STR);
hasWindowManager = WMUtils::isRunningWindowManager();
isRunningWayland = WMUtils::isRunningWayland();
isRunningXWayland = isRunningWayland && QGuiApplication::platformName() == "xcb";
@@ -119,13 +120,21 @@ void SystemProperties::querySdlVideoInfo()
}
}
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720, SDL_WINDOW_HIDDEN);
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720,
SDL_WINDOW_HIDDEN | StreamUtils::getPlatformWindowFlags());
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return;
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create test window with platform flags: %s",
SDL_GetError());
testWindow = SDL_CreateWindow("", 0, 0, 1280, 720, SDL_WINDOW_HIDDEN);
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return;
}
}
Session::getDecoderInfo(testWindow, hasHardwareAcceleration, rendererAlwaysFullScreen, maximumResolution);
+2
View File
@@ -21,6 +21,7 @@ public:
Q_PROPERTY(QString unmappedGamepads MEMBER unmappedGamepads NOTIFY unmappedGamepadsChanged)
Q_PROPERTY(int maximumStreamingFrameRate MEMBER maximumStreamingFrameRate CONSTANT)
Q_PROPERTY(QSize maximumResolution MEMBER maximumResolution CONSTANT)
Q_PROPERTY(QString versionString MEMBER versionString CONSTANT)
Q_INVOKABLE QRect getDesktopResolution(int displayIndex);
Q_INVOKABLE QRect getNativeResolution(int displayIndex);
@@ -44,5 +45,6 @@ private:
QSize maximumResolution;
QList<QRect> monitorDesktopResolutions;
QList<QRect> monitorNativeResolutions;
QString versionString;
};
+11 -3
View File
@@ -261,8 +261,8 @@ StreamCommandLineParser::StreamCommandLineParser()
};
m_VideoDecoderMap = {
{"auto", StreamingPreferences::VDS_AUTO},
{"software", StreamingPreferences::VDS_FORCE_HARDWARE},
{"hardware", StreamingPreferences::VDS_FORCE_SOFTWARE},
{"software", StreamingPreferences::VDS_FORCE_SOFTWARE},
{"hardware", StreamingPreferences::VDS_FORCE_HARDWARE},
};
}
@@ -297,7 +297,9 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
parser.addChoiceOption("audio-config", "audio config", m_AudioConfigMap.keys());
parser.addToggleOption("multi-controller", "multiple controller support");
parser.addToggleOption("quit-after", "quit app after session");
parser.addToggleOption("absolute-mouse", "enable direct mouse control (best for remote desktop rather than games)");
parser.addToggleOption("absolute-mouse", "remote desktop optimized mouse control");
parser.addToggleOption("mouse-buttons-swap", "left and right mouse buttons swap");
parser.addToggleOption("touchscreen-trackpad", "touchscreen in trackpad mode");
parser.addToggleOption("game-optimization", "game optimizations");
parser.addToggleOption("audio-on-host", "audio on host PC");
parser.addToggleOption("frame-pacing", "frame pacing");
@@ -388,6 +390,12 @@ void StreamCommandLineParser::parse(const QStringList &args, StreamingPreference
// Resolve --absolute-mouse and --no-absolute-mouse options
preferences->absoluteMouseMode = parser.getToggleOptionValue("absolute-mouse", preferences->absoluteMouseMode);
// Resolve --mouse-buttons-swap and --no-mouse-buttons-swap options
preferences->swapMouseButtons = parser.getToggleOptionValue("mouse-buttons-swap", preferences->swapMouseButtons);
// Resolve --touchscreen-trackpad and --no-touchscreen-trackpad options
preferences->absoluteTouchMode = !parser.getToggleOptionValue("touchscreen-trackpad", !preferences->absoluteTouchMode);
// Resolve --game-optimization and --no-game-optimization options
preferences->gameOptimizations = parser.getToggleOptionValue("game-optimization", preferences->gameOptimizations);
@@ -7,7 +7,7 @@
<summary>Play games remotely from your NVIDIA GameStream-enabled PC</summary>
<description>
<p>Moonlight can stream games and other applications from a PC with an NVIDIA GeForce GTX 600-series or higher GPU and GeForce Experience installed.</p>
<p>Moonlight can stream games and other applications from a PC with an NVIDIA GeForce GTX/RTX or NVIDIA Quadro GPU and GeForce/Quadro Experience installed.</p>
<p>Features include:</p>
<ul>
<li>Streaming at up to 4K resolution</li>
@@ -35,6 +35,52 @@
</screenshots>
<releases>
<release version="2.2.0" date="2020-09-10">
<description>
<p>New features:</p>
<ul>
<li>Added the ability to hide unwanted apps and games</li>
<li>Added a network test to determine if your Internet connection is blocking Moonlight</li>
<li>Added the option to swap mouse buttons</li>
<li>Added codec and resolution to the on-screen performance stats</li>
<li>Added a warning if the connection is too unstable to receive any complete video frames</li>
<li>Added a Discord link to the toolbar in settings</li>
<li>Enabled the new EGL renderer by default on Linux</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed streaming over networks that block QoS-tagged packets</li>
<li>Selecting a frame rate higher than 60 FPS no longer sets the host desktop to 720p</li>
<li>Right-side modifier keys no longer press the corresponding left-side keys too</li>
<li>Fixed mouse position never reaching the edge of the screen with certain desktop resolutions</li>
<li>Improved synchronization between host and client mouse cursor in remote desktop mouse mode</li>
<li>Cached box art is now deleted when the PC is removed from Moonlight</li>
<li>Fixed several CLI options not properly overriding GUI options</li>
<li>Updated included gamepad mappings</li>
<li>Updated to Qt 5.15.1</li>
</ul>
</description>
</release>
<release version="2.1.0" date="2020-05-17">
<description>
<p>New features:</p>
<ul>
<li>Remote desktop mode now allows interaction with the host without having to click to focus the Moonlight window first</li>
<li>Added a new EGL renderer for improved performance on Wayland and XWayland</li>
<li>Added the option to toggle between direct touchscreen mode and the old trackpad mode</li>
<li>Added the option to rename host PCs</li>
<li>Added the ability to scroll the settings page with the right analog stick</li>
<li>Various UI improvements</li>
</ul>
<p>Bugfixes:</p>
<ul>
<li>Fixed unreliable mouse capture when the stream begins</li>
<li>Fixed cursor being trapped in full-screen mode even when the mouse wasn't captured</li>
<li>Fixed key presses not being sent to the host if the Super/Meta/Windows key is pressed</li>
<li>Updated included gamepad mappings</li>
</ul>
</description>
</release>
<release version="2.0.0" date="2020-04-28">
<description>
<p>New features:</p>
+35 -17
View File
@@ -9,6 +9,7 @@ CenteredGridView {
property int computerIndex
property AppModel appModel : createModel()
property bool activated
property bool showHiddenGames
id: appGrid
focus: true
@@ -48,7 +49,7 @@ CenteredGridView {
function createModel()
{
var model = Qt.createQmlObject('import AppModel 1.0; AppModel {}', parent, '')
model.initialize(ComputerManager, computerIndex)
model.initialize(ComputerManager, computerIndex, showHiddenGames)
return model
}
@@ -58,6 +59,9 @@ CenteredGridView {
width: 220; height: 287;
grid: appGrid
// Dim the app if it's hidden
opacity: model.hidden ? 0.4 : 1.0
Image {
property bool isPlaceholder: false
@@ -165,8 +169,8 @@ CenteredGridView {
function launchOrResumeSelectedApp()
{
var runningIndex = appModel.getRunningAppIndex()
if (runningIndex >= 0 && runningIndex !== index) {
var runningId = appModel.getRunningAppId()
if (runningId !== 0 && runningId !== model.appid) {
quitAppDialog.appName = appModel.getRunningAppName()
quitAppDialog.segueToStream = true
quitAppDialog.nextAppName = model.name
@@ -190,6 +194,25 @@ CenteredGridView {
}
}
onPressAndHold: {
// popup() ensures the menu appears under the mouse cursor
if (appContextMenu.popup) {
appContextMenu.popup()
}
else {
// Qt 5.9 doesn't have popup()
appContextMenu.open()
}
}
MouseArea {
anchors.fill: parent
acceptedButtons: Qt.RightButton;
onClicked: {
parent.onPressAndHold()
}
}
Keys.onReturnPressed: {
// Open the app context menu if activated via the gamepad or keyboard
// for running games. If the game isn't running, the above onClicked
@@ -228,6 +251,14 @@ CenteredGridView {
onTriggered: doQuitGame()
visible: model.running
}
NavigableMenuItem {
parentMenu: appContextMenu
checkable: true
checked: model.hidden
text: "Hide Game"
onTriggered: appModel.setAppHidden(model.index, !model.hidden)
visible: !model.running || model.hidden
}
}
}
@@ -263,18 +294,5 @@ CenteredGridView {
onAccepted: quitApp()
}
ScrollBar.vertical: ScrollBar {
// Manually hide the scrollbar to prevent it from being drawn on top
// of the StreamSegue during the transition. It can sometimes get stuck
// there since we're not consistently pumping the event loop while
// starting the stream.
visible: activated
parent: appGrid.parent
anchors {
top: parent.top
right: parent.right
bottom: parent.bottom
}
}
ScrollBar.vertical: ScrollBar {}
}
+3 -1
View File
@@ -6,8 +6,10 @@ import SdlGamepadKeyNavigation 1.0
// https://stackoverflow.com/questions/45029968/how-do-i-set-the-combobox-width-to-fit-the-largest-item
ComboBox {
property int textWidth
property int desiredWidth : leftPadding + textWidth + indicator.width + rightPadding
property int maximumWidth : parent.width
implicitWidth: leftPadding + textWidth + indicator.width + rightPadding
implicitWidth: desiredWidth < maximumWidth ? desiredWidth : maximumWidth
TextMetrics {
id: popupMetrics
+6
View File
@@ -2,6 +2,7 @@ import QtQuick 2.0
import QtQuick.Controls 2.2
import ComputerManager 1.0
import SdlGamepadKeyNavigation 1.0
Item {
function onSearchingComputer() {
@@ -35,6 +36,11 @@ Item {
StackView.onActivated: {
if (!launcher.isExecuted()) {
toolBar.visible = false
// Normally this is enabled by PcView, but we will won't
// load PcView when streaming from the command-line.
SdlGamepadKeyNavigation.enable()
launcher.searchingComputer.connect(onSearchingComputer)
launcher.searchingApp.connect(onSearchingApp)
launcher.sessionCreated.connect(onSessionCreated)
+9
View File
@@ -6,6 +6,8 @@ NavigableDialog {
id: dialog
property alias text: dialogLabel.dialogText
property alias showSpinner: dialogSpinner.visible
property alias imageSrc: dialogImage.source
property string helpText
property string helpUrl : "https://github.com/moonlight-stream/moonlight-docs/wiki/Troubleshooting"
@@ -19,7 +21,13 @@ NavigableDialog {
RowLayout {
spacing: 10
BusyIndicator {
id: dialogSpinner
visible: false
}
Image {
id: dialogImage
source: (standardButtons & Dialog.Yes) ?
"qrc:/res/baseline-help_outline-24px.svg" :
"qrc:/res/baseline-error_outline-24px.svg"
@@ -28,6 +36,7 @@ NavigableDialog {
width: 50
height: 50
}
visible: !showSpinner
}
Label {
+129 -13
View File
@@ -1,5 +1,6 @@
import QtQuick 2.9
import QtQuick.Controls 2.2
import QtQuick.Layouts 1.3
import ComputerModel 1.0
@@ -25,6 +26,9 @@ CenteredGridView {
currentIndex = -1
}
// Note: Any initialization done here that is critical for streaming must
// also be done in CliStartStreamSegue.qml, since this code does not run
// for command-line initiated streams.
StackView.onActivated: {
// Setup signals on CM
ComputerManager.computerAddCompleted.connect(addComplete)
@@ -57,11 +61,18 @@ CenteredGridView {
}
}
function addComplete(success)
function addComplete(success, detectedPortBlocking)
{
if (!success) {
errorDialog.text = "Unable to connect to the specified PC."
errorDialog.helpText = "Click the Help button for possible solutions."
if (detectedPortBlocking) {
errorDialog.text += "\n\nThis PC's Internet connection is blocking Moonlight. Streaming over the Internet may not work while connected to this network."
}
else {
errorDialog.helpText = "Click the Help button for possible solutions."
}
errorDialog.open()
}
}
@@ -71,6 +82,7 @@ CenteredGridView {
var model = Qt.createQmlObject('import ComputerModel 1.0; ComputerModel {}', parent, '')
model.initialize(ComputerManager)
model.pairingCompleted.connect(pairingComplete)
model.connectionTestCompleted.connect(testConnectionDialog.connectionTestComplete)
return model
}
@@ -152,12 +164,23 @@ CenteredGridView {
id: pcContextMenu
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Delete PC"
text: "View Apps"
onTriggered: {
deletePcDialog.pcIndex = index
// get confirmation first, actual closing is called from the dialog
deletePcDialog.open()
var component = Qt.createComponent("AppView.qml")
var appView = component.createObject(stackView, {"computerIndex": index, "objectName": model.name})
stackView.push(appView)
}
visible: model.online && model.paired
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: "View Hidden Apps"
onTriggered: {
var component = Qt.createComponent("AppView.qml")
var appView = component.createObject(stackView, {"computerIndex": index, "objectName": model.name, "showHiddenGames": true})
stackView.push(appView)
}
visible: model.online && model.paired
}
NavigableMenuItem {
parentMenu: pcContextMenu
@@ -165,6 +188,33 @@ CenteredGridView {
onTriggered: computerModel.wakeComputer(index)
visible: !model.online && model.wakeable
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Test Network"
onTriggered: {
computerModel.testConnectionForComputer(index)
testConnectionDialog.open()
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Rename PC"
onTriggered: {
renamePcDialog.pcIndex = index
renamePcDialog.originalName = model.name
renamePcDialog.open()
}
}
NavigableMenuItem {
parentMenu: pcContextMenu
text: "Delete PC"
onTriggered: {
deletePcDialog.pcIndex = index
// get confirmation first, actual closing is called from the dialog
deletePcDialog.open()
}
}
}
onClicked: {
@@ -177,7 +227,7 @@ CenteredGridView {
}
else {
if (!model.busy) {
var pin = ("0000" + Math.floor(Math.random() * 10000)).slice(-4)
var pin = computerModel.generatePinString()
// Kick off pairing in the background
computerModel.pairComputer(index, pin)
@@ -265,12 +315,78 @@ CenteredGridView {
onAccepted: deletePc()
}
ScrollBar.vertical: ScrollBar {
parent: pcGrid.parent
anchors {
top: parent.top
right: parent.right
bottom: parent.bottom
NavigableMessageDialog {
id: testConnectionDialog
closePolicy: Popup.CloseOnEscape
standardButtons: Dialog.Ok
onAboutToShow: {
testConnectionDialog.text = "Moonlight is testing your network connection to determine if NVIDIA GameStream is blocked.\n\nThis may take a few seconds…"
showSpinner = true
}
function connectionTestComplete(result, blockedPorts)
{
if (result === -1) {
text = "The network test could not be performed because none of Moonlight's connection testing servers were reachable from this PC. Check your Internet connection or try again later."
imageSrc = "qrc:/res/baseline-warning-24px.svg"
}
else if (result === 0) {
text = "This network does not appear to be blocking Moonlight. If you still have trouble connecting, check your PC's firewall settings.\n\nIf you are trying to stream over the Internet, install the Moonlight Internet Hosting Tool on your gaming PC and run the included Internet Streaming Tester to check your gaming PC's Internet connection."
imageSrc = "qrc:/res/baseline-check_circle_outline-24px.svg"
}
else {
text = "Your PC's current network connection seems to be blocking Moonlight. Streaming over the Internet may not work while connected to this network.\n\nThe following network ports were blocked:\n"
text += blockedPorts
imageSrc = "qrc:/res/baseline-error_outline-24px.svg"
}
// Stop showing the spinner and show the image instead
showSpinner = false
}
}
NavigableDialog {
id: renamePcDialog
property string label: "Enter the new name for this PC:"
property string originalName
property int pcIndex : -1;
standardButtons: Dialog.Ok | Dialog.Cancel
onOpened: {
// Force keyboard focus on the textbox so keyboard navigation works
editText.forceActiveFocus()
}
onClosed: {
editText.clear()
}
onAccepted: {
if (editText.text) {
computerModel.renameComputer(pcIndex, editText.text)
}
}
ColumnLayout {
Label {
text: renamePcDialog.label
font.bold: true
}
TextField {
id: editText
placeholderText: renamePcDialog.originalName
Layout.fillWidth: true
focus: true
Keys.onReturnPressed: {
renamePcDialog.accept()
}
}
}
}
ScrollBar.vertical: ScrollBar {}
}
+93 -20
View File
@@ -16,12 +16,8 @@ Flickable {
contentHeight: settingsColumn1.height > settingsColumn2.height ? settingsColumn1.height : settingsColumn2.height
ScrollBar.vertical: ScrollBar {
parent: settingsPage.parent
anchors {
top: settingsPage.top
left: settingsPage.right
bottom: settingsPage.bottom
left: parent.right
leftMargin: -10
}
}
@@ -47,11 +43,12 @@ Flickable {
Column {
padding: 10
id: settingsColumn1
width: settingsPage.width / 2 - padding
width: settingsPage.width / 2
spacing: 15
GroupBox {
id: basicSettingsGroupBox
width: (parent.width - 2 * parent.padding)
width: (parent.width - (parent.leftPadding + parent.rightPadding))
padding: 12
title: "<font color=\"skyblue\">Basic Settings</font>"
font.pointSize: 12
@@ -78,6 +75,7 @@ Flickable {
Row {
spacing: 5
width: parent.width
AutoResizingComboBox {
// ignore setting the index at first, and actually set it when the component is loaded
@@ -165,6 +163,7 @@ Flickable {
}
id: resolutionComboBox
maximumWidth: parent.width / 2
textRole: "text"
model: ListModel {
id: resolutionListModel
@@ -281,6 +280,7 @@ Flickable {
}
id: fpsComboBox
maximumWidth: parent.width / 2
textRole: "text"
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
@@ -401,6 +401,7 @@ Flickable {
CheckBox {
id: vsyncCheck
width: parent.width
hoverEnabled: true
text: "V-Sync"
font.pointSize: 12
@@ -417,6 +418,7 @@ Flickable {
CheckBox {
id: framePacingCheck
width: parent.width
hoverEnabled: true
text: "Frame pacing"
font.pointSize: 12
@@ -436,7 +438,7 @@ Flickable {
GroupBox {
id: audioSettingsGroupBox
width: (parent.width - 2 * parent.padding)
width: (parent.width - (parent.leftPadding + parent.rightPadding))
padding: 12
title: "<font color=\"skyblue\">Audio Settings</font>"
font.pointSize: 12
@@ -496,7 +498,7 @@ Flickable {
GroupBox {
id: uiSettingsGroupBox
width: (parent.width - 2 * parent.padding)
width: (parent.width - (parent.leftPadding + parent.rightPadding))
padding: 12
title: "<font color=\"skyblue\">UI Settings</font>"
font.pointSize: 12
@@ -507,6 +509,7 @@ Flickable {
CheckBox {
id: startMaximizedCheck
width: parent.width
text: "Maximize Moonlight window on startup"
font.pointSize: 12
enabled: SystemProperties.hasWindowManager
@@ -518,6 +521,7 @@ Flickable {
CheckBox {
id: connectionWarningsCheck
width: parent.width
text: "Show connection quality warnings"
font.pointSize: 12
checked: StreamingPreferences.connectionWarnings
@@ -529,6 +533,7 @@ Flickable {
CheckBox {
visible: SystemProperties.hasDiscordIntegration
id: discordPresenceCheck
width: parent.width
text: "Discord Rich Presence integration"
font.pointSize: 12
checked: StreamingPreferences.richPresence
@@ -547,13 +552,15 @@ Flickable {
Column {
padding: 10
rightPadding: 20
anchors.left: settingsColumn1.right
id: settingsColumn2
width: settingsPage.width / 2 - padding
width: settingsPage.width / 2
spacing: 15
GroupBox {
id: gamepadSettingsGroupBox
width: (parent.width - parent.padding)
width: (parent.width - (parent.leftPadding + parent.rightPadding))
padding: 12
title: "<font color=\"skyblue\">Input Settings</font>"
font.pointSize: 12
@@ -564,6 +571,7 @@ Flickable {
CheckBox {
id: singleControllerCheck
width: parent.width
text: "Force gamepad #1 always present"
font.pointSize: 12
checked: !StreamingPreferences.multiController
@@ -581,6 +589,7 @@ Flickable {
CheckBox {
id: absoluteMouseCheck
hoverEnabled: true
width: parent.width
text: "Optimize mouse for remote desktop instead of games"
font.pointSize: 12
enabled: SystemProperties.hasWindowManager
@@ -596,9 +605,27 @@ Flickable {
You can toggle this while streaming using Ctrl+Alt+Shift+M."
}
CheckBox {
id: absoluteTouchCheck
hoverEnabled: true
width: parent.width
text: "Use touchscreen as a trackpad"
font.pointSize: 12
checked: !StreamingPreferences.absoluteTouchMode
onCheckedChanged: {
StreamingPreferences.absoluteTouchMode = !checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "When checked, the touchscreen acts like a trackpad. When unchecked, the touchscreen will directly control the mouse pointer."
}
CheckBox {
id: gamepadMouseCheck
hoverEnabled: true
width: parent.width
text: "Gamepad mouse mode support"
font.pointSize: 12
checked: StreamingPreferences.gamepadMouse
@@ -611,12 +638,29 @@ Flickable {
ToolTip.visible: hovered
ToolTip.text: "When enabled, holding the Start button will toggle mouse mode"
}
CheckBox {
id: swapMouseButtonsCheck
hoverEnabled: true
width: parent.width
text: "Swap mouse buttons"
font.pointSize: 12
checked: StreamingPreferences.swapMouseButtons
onCheckedChanged: {
StreamingPreferences.swapMouseButtons = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "When checked, swap the left and right mouse buttons"
}
}
}
GroupBox {
id: hostSettingsGroupBox
width: (parent.width - parent.padding)
width: (parent.width - (parent.leftPadding + parent.rightPadding))
padding: 12
title: "<font color=\"skyblue\">Host Settings</font>"
font.pointSize: 12
@@ -627,7 +671,8 @@ Flickable {
CheckBox {
id: optimizeGameSettingsCheck
text: "Optimize game settings"
width: parent.width
text: "Optimize game settings for streaming"
font.pointSize: 12
checked: StreamingPreferences.gameOptimizations
onCheckedChanged: {
@@ -637,6 +682,7 @@ Flickable {
CheckBox {
id: audioPcCheck
width: parent.width
text: "Play audio on host PC"
font.pointSize: 12
checked: StreamingPreferences.playAudioOnHost
@@ -644,12 +690,28 @@ Flickable {
StreamingPreferences.playAudioOnHost = checked
}
}
CheckBox {
id: quitAppAfter
width: parent.width
text: "Quit app on host PC after ending stream"
font.pointSize: 12
checked: StreamingPreferences.quitAppAfter
onCheckedChanged: {
StreamingPreferences.quitAppAfter = checked
}
ToolTip.delay: 1000
ToolTip.timeout: 5000
ToolTip.visible: hovered
ToolTip.text: "This will close the app or game you are streaming when you end your stream. You will lose any unsaved progress!"
}
}
}
GroupBox {
id: advancedSettingsGroupBox
width: (parent.width - parent.padding)
width: (parent.width - (parent.leftPadding + parent.rightPadding))
padding: 12
title: "<font color=\"skyblue\">Advanced Settings</font>"
font.pointSize: 12
@@ -743,10 +805,10 @@ Flickable {
text: "HEVC (H.265)"
val: StreamingPreferences.VCC_FORCE_HEVC
}
ListElement {
/*ListElement {
text: "HEVC HDR (Experimental)"
val: StreamingPreferences.VCC_FORCE_HEVC_HDR
}
}*/
}
// ::onActivated must be used, as it only listens for when the index is changed by a human
onActivated : {
@@ -756,6 +818,7 @@ Flickable {
CheckBox {
id: unlockUnsupportedFps
width: parent.width
text: "Unlock unsupported FPS options"
font.pointSize: 12
checked: StreamingPreferences.unsupportedFps
@@ -774,6 +837,7 @@ Flickable {
CheckBox {
id: enableMdns
width: parent.width
text: "Automatically find PCs on the local network (Recommended)"
font.pointSize: 12
checked: StreamingPreferences.enableMdns
@@ -797,12 +861,21 @@ Flickable {
}
CheckBox {
id: quitAppAfter
text: "Quit app after quitting session"
id: detectNetworkBlocking
width: parent.width
text: "Automatically detect blocked connections (Recommended)"
font.pointSize: 12
checked: StreamingPreferences.quitAppAfter
checked: StreamingPreferences.detectNetworkBlocking
onCheckedChanged: {
StreamingPreferences.quitAppAfter = checked
// This is called on init, so only do the work if we've
// actually changed the value.
if (StreamingPreferences.detectNetworkBlocking != checked) {
StreamingPreferences.detectNetworkBlocking = checked
// We must save the updated preference to ensure
// ComputerManager can observe the change internally.
StreamingPreferences.save()
}
}
}
}
+5 -1
View File
@@ -62,8 +62,12 @@ Item {
window.visible = true
}
function sessionFinished()
function sessionFinished(portTestResult)
{
if (portTestResult !== 0 && portTestResult !== -1 && streamSegueErrorDialog.text) {
streamSegueErrorDialog.text += "\n\nThis PC's Internet connection is blocking Moonlight. Streaming over the Internet may not work while connected to this network."
}
// Enable GUI gamepad usage now
SdlGamepadKeyNavigation.enable()
+133 -32
View File
@@ -7,7 +7,7 @@ AppModel::AppModel(QObject *parent)
this, &AppModel::handleBoxArtLoaded);
}
void AppModel::initialize(ComputerManager* computerManager, int computerIndex)
void AppModel::initialize(ComputerManager* computerManager, int computerIndex, bool showHiddenGames)
{
m_ComputerManager = computerManager;
connect(m_ComputerManager, &ComputerManager::computerStateChanged,
@@ -15,29 +15,23 @@ void AppModel::initialize(ComputerManager* computerManager, int computerIndex)
Q_ASSERT(computerIndex < m_ComputerManager->getComputers().count());
m_Computer = m_ComputerManager->getComputers().at(computerIndex);
m_Apps = m_Computer->appList;
m_CurrentGameId = m_Computer->currentGameId;
m_ShowHiddenGames = showHiddenGames;
updateAppList(m_Computer->appList);
}
int AppModel::getRunningAppIndex()
int AppModel::getRunningAppId()
{
if (m_CurrentGameId != 0) {
for (int i = 0; i < m_Apps.count(); i++) {
if (m_Apps[i].id == m_CurrentGameId) {
return i;
}
}
}
return -1;
return m_CurrentGameId;
}
QString AppModel::getRunningAppName()
{
if (m_CurrentGameId != 0) {
for (int i = 0; i < m_Apps.count(); i++) {
if (m_Apps[i].id == m_CurrentGameId) {
return m_Apps[i].name;
for (int i = 0; i < m_AllApps.count(); i++) {
if (m_AllApps[i].id == m_CurrentGameId) {
return m_AllApps[i].name;
}
}
}
@@ -47,8 +41,8 @@ QString AppModel::getRunningAppName()
Session* AppModel::createSessionForApp(int appIndex)
{
Q_ASSERT(appIndex < m_Apps.count());
NvApp app = m_Apps.at(appIndex);
Q_ASSERT(appIndex < m_VisibleApps.count());
NvApp app = m_VisibleApps.at(appIndex);
return new Session(m_Computer, app);
}
@@ -60,7 +54,7 @@ int AppModel::rowCount(const QModelIndex &parent) const
if (parent.isValid())
return 0;
return m_Apps.count();
return m_VisibleApps.count();
}
QVariant AppModel::data(const QModelIndex &index, int role) const
@@ -68,8 +62,8 @@ QVariant AppModel::data(const QModelIndex &index, int role) const
if (!index.isValid())
return QVariant();
Q_ASSERT(index.row() < m_Apps.count());
NvApp app = m_Apps.at(index.row());
Q_ASSERT(index.row() < m_VisibleApps.count());
NvApp app = m_VisibleApps.at(index.row());
switch (role)
{
@@ -80,6 +74,10 @@ QVariant AppModel::data(const QModelIndex &index, int role) const
case BoxArtRole:
// FIXME: const-correctness
return const_cast<BoxArtManager&>(m_BoxArtManager).loadBoxArt(m_Computer, app);
case HiddenRole:
return app.hidden;
case AppIdRole:
return app.id;
default:
return QVariant();
}
@@ -92,6 +90,8 @@ QHash<int, QByteArray> AppModel::roleNames() const
names[NameRole] = "name";
names[RunningRole] = "running";
names[BoxArtRole] = "boxart";
names[HiddenRole] = "hidden";
names[AppIdRole] = "appid";
return names;
}
@@ -101,6 +101,112 @@ void AppModel::quitRunningApp()
m_ComputerManager->quitRunningApp(m_Computer);
}
bool AppModel::isAppCurrentlyVisible(const NvApp& app)
{
for (const NvApp& visibleApp : m_VisibleApps) {
if (app.id == visibleApp.id) {
return true;
}
}
return false;
}
QVector<NvApp> AppModel::getVisibleApps(const QVector<NvApp>& appList)
{
QVector<NvApp> visibleApps;
for (const NvApp& app : appList) {
// Don't immediately hide games that were previously visible. This
// allows users to easily uncheck the "Hide App" checkbox if they
// check it by mistake.
if (m_ShowHiddenGames || !app.hidden || isAppCurrentlyVisible(app)) {
visibleApps.append(app);
}
}
return visibleApps;
}
void AppModel::updateAppList(QVector<NvApp> newList)
{
m_AllApps = newList;
QVector<NvApp> newVisibleList = getVisibleApps(newList);
// Process removals and updates first
for (int i = 0; i < m_VisibleApps.count(); i++) {
const NvApp& existingApp = m_VisibleApps.at(i);
bool found = false;
for (const NvApp& newApp : newVisibleList) {
if (existingApp.id == newApp.id) {
// If the data changed, update it in our list
if (existingApp != newApp) {
m_VisibleApps.replace(i, newApp);
emit dataChanged(createIndex(i, 0), createIndex(i, 0));
}
found = true;
break;
}
}
if (!found) {
beginRemoveRows(QModelIndex(), i, i);
m_VisibleApps.removeAt(i);
endRemoveRows();
i--;
}
}
// Process additions now
for (const NvApp& newApp : newVisibleList) {
int insertionIndex = m_VisibleApps.size();
bool found = false;
for (int i = 0; i < m_VisibleApps.count(); i++) {
const NvApp& existingApp = m_VisibleApps.at(i);
if (existingApp.id == newApp.id) {
found = true;
break;
}
else if (existingApp.name.toLower() > newApp.name.toLower()) {
insertionIndex = i;
break;
}
}
if (!found) {
beginInsertRows(QModelIndex(), insertionIndex, insertionIndex);
m_VisibleApps.insert(insertionIndex, newApp);
endInsertRows();
}
}
Q_ASSERT(newVisibleList == m_VisibleApps);
}
void AppModel::setAppHidden(int appIndex, bool hidden)
{
Q_ASSERT(appIndex < m_VisibleApps.count());
int appId = m_VisibleApps.at(appIndex).id;
{
QWriteLocker lock(&m_Computer->lock);
for (NvApp& app : m_Computer->appList) {
if (app.id == appId) {
app.hidden = hidden;
break;
}
}
}
m_ComputerManager->clientSideAttributeUpdated(m_Computer);
}
void AppModel::handleComputerStateChanged(NvComputer* computer)
{
// Ignore updates for computers that aren't ours
@@ -119,20 +225,15 @@ void AppModel::handleComputerStateChanged(NvComputer* computer)
// First, process additions/removals from the app list. This
// is required because the new game may now be running, so
// we can't check that first.
if (computer->appList != m_Apps) {
// Just reset the whole thing if the list changes
beginResetModel();
m_Apps = computer->appList;
m_CurrentGameId = computer->currentGameId;
endResetModel();
return;
if (computer->appList != m_AllApps) {
updateAppList(computer->appList);
}
// Finally, process changes to the active app
if (computer->currentGameId != m_CurrentGameId) {
// First, invalidate the running state of newly running game
for (int i = 0; i < m_Apps.count(); i++) {
if (m_Apps[i].id == computer->currentGameId) {
for (int i = 0; i < m_VisibleApps.count(); i++) {
if (m_VisibleApps[i].id == computer->currentGameId) {
emit dataChanged(createIndex(i, 0),
createIndex(i, 0),
QVector<int>() << RunningRole);
@@ -142,8 +243,8 @@ void AppModel::handleComputerStateChanged(NvComputer* computer)
// Next, invalidate the running state of the old game (if it exists)
if (m_CurrentGameId != 0) {
for (int i = 0; i < m_Apps.count(); i++) {
if (m_Apps[i].id == m_CurrentGameId) {
for (int i = 0; i < m_VisibleApps.count(); i++) {
if (m_VisibleApps[i].id == m_CurrentGameId) {
emit dataChanged(createIndex(i, 0),
createIndex(i, 0),
QVector<int>() << RunningRole);
@@ -161,7 +262,7 @@ void AppModel::handleBoxArtLoaded(NvComputer* computer, NvApp app, QUrl /* image
{
Q_ASSERT(computer == m_Computer);
int index = m_Apps.indexOf(app);
int index = m_VisibleApps.indexOf(app);
// Make sure we're not delivering a callback to an app that's already been removed
if (index >= 0) {
+15 -4
View File
@@ -14,23 +14,27 @@ class AppModel : public QAbstractListModel
{
NameRole = Qt::UserRole,
RunningRole,
BoxArtRole
BoxArtRole,
HiddenRole,
AppIdRole,
};
public:
explicit AppModel(QObject *parent = nullptr);
// Must be called before any QAbstractListModel functions
Q_INVOKABLE void initialize(ComputerManager* computerManager, int computerIndex);
Q_INVOKABLE void initialize(ComputerManager* computerManager, int computerIndex, bool showHiddenGames);
Q_INVOKABLE Session* createSessionForApp(int appIndex);
Q_INVOKABLE int getRunningAppIndex();
Q_INVOKABLE int getRunningAppId();
Q_INVOKABLE QString getRunningAppName();
Q_INVOKABLE void quitRunningApp();
Q_INVOKABLE void setAppHidden(int appIndex, bool hidden);
QVariant data(const QModelIndex &index, int role) const override;
int rowCount(const QModelIndex &parent) const override;
@@ -46,9 +50,16 @@ signals:
void computerLost();
private:
void updateAppList(QVector<NvApp> newList);
QVector<NvApp> getVisibleApps(const QVector<NvApp>& appList);
bool isAppCurrentlyVisible(const NvApp& app);
NvComputer* m_Computer;
BoxArtManager m_BoxArtManager;
ComputerManager* m_ComputerManager;
QVector<NvApp> m_Apps;
QVector<NvApp> m_VisibleApps, m_AllApps;
int m_CurrentGameId;
bool m_ShowHiddenGames;
};
+66
View File
@@ -2,6 +2,8 @@
#include <QThreadPool>
#include <random>
ComputerModel::ComputerModel(QObject* object)
: QAbstractListModel(object) {}
@@ -128,6 +130,69 @@ void ComputerModel::wakeComputer(int computerIndex)
QThreadPool::globalInstance()->start(wakeTask);
}
void ComputerModel::renameComputer(int computerIndex, QString name)
{
Q_ASSERT(computerIndex < m_Computers.count());
m_ComputerManager->renameHost(m_Computers[computerIndex], name);
}
// TODO: Use QRandomGenerator when we drop Qt 5.9 support
QString ComputerModel::generatePinString()
{
std::uniform_int_distribution<int> dist(0, 9999);
std::random_device rd;
std::mt19937 engine(rd());
return QString::asprintf("%04u", dist(engine));
}
class DeferredTestConnectionTask : public QObject, public QRunnable
{
Q_OBJECT
public:
void run()
{
unsigned int portTestResult = LiTestClientConnectivity("qt.conntest.moonlight-stream.org", 443, ML_PORT_FLAG_ALL);
if (portTestResult == ML_TEST_RESULT_INCONCLUSIVE) {
emit connectionTestCompleted(-1, QString());
}
else {
QString blockedPorts;
for (int i = 0; i < 32; i++) {
if (portTestResult & (1 << i)) {
if (!blockedPorts.isEmpty()) {
blockedPorts += "\n";
}
if (LiGetProtocolFromPortFlagIndex(i) == 17 /* IPPROTO_UDP */) {
blockedPorts += "UDP ";
}
else {
blockedPorts += "TCP ";
}
blockedPorts += QString::number(LiGetPortFromPortFlagIndex(i));
}
}
emit connectionTestCompleted(portTestResult, blockedPorts);
}
}
signals:
void connectionTestCompleted(int result, QString blockedPorts);
};
void ComputerModel::testConnectionForComputer(int)
{
DeferredTestConnectionTask* testConnectionTask = new DeferredTestConnectionTask();
QObject::connect(testConnectionTask, &DeferredTestConnectionTask::connectionTestCompleted,
this, &ComputerModel::connectionTestCompleted);
QThreadPool::globalInstance()->start(testConnectionTask);
}
void ComputerModel::pairComputer(int computerIndex, QString pin)
{
Q_ASSERT(computerIndex < m_Computers.count());
@@ -158,3 +223,4 @@ void ComputerModel::handleComputerStateChanged(NvComputer* computer)
}
}
#include "computermodel.moc"
+7
View File
@@ -31,14 +31,21 @@ public:
Q_INVOKABLE void deleteComputer(int computerIndex);
Q_INVOKABLE QString generatePinString();
Q_INVOKABLE void pairComputer(int computerIndex, QString pin);
Q_INVOKABLE void testConnectionForComputer(int computerIndex);
Q_INVOKABLE void wakeComputer(int computerIndex);
Q_INVOKABLE void renameComputer(int computerIndex, QString name);
Q_INVOKABLE Session* createSessionForCurrentGame(int computerIndex);
signals:
void pairingCompleted(QVariant error);
void connectionTestCompleted(int result, QString blockedPorts);
private slots:
void handleComputerStateChanged(NvComputer* computer);
+49 -3
View File
@@ -175,6 +175,17 @@ ApplicationWindow {
anchors.topMargin: 5
anchors.bottomMargin: 5
Label {
id: titleLabel
visible: toolBar.width > 700
anchors.fill: parent
text: stackView.currentItem.objectName
font.pointSize: 20
elide: Label.ElideRight
horizontalAlignment: Qt.AlignHCenter
verticalAlignment: Qt.AlignVCenter
}
RowLayout {
spacing: 20
anchors.leftMargin: 10
@@ -194,14 +205,49 @@ ApplicationWindow {
}
}
// This label will appear when the window gets too small and
// we need to ensure the toolbar controls don't collide
Label {
id: titleLabel
text: stackView.currentItem.objectName
font.pointSize: 15
id: titleRowLabel
font.pointSize: titleLabel.font.pointSize
elide: Label.ElideRight
horizontalAlignment: Qt.AlignHCenter
verticalAlignment: Qt.AlignVCenter
Layout.fillWidth: true
// We need this label to always be visible so it can occupy
// the remaining space in the RowLayout. To "hide" it, we
// just set the text to empty string.
text: !titleLabel.visible ? stackView.currentItem.objectName : ""
}
Label {
id: versionLabel
visible: stackView.currentItem.objectName === "Settings"
text: "Version " + SystemProperties.versionString
font.pointSize: 12
horizontalAlignment: Qt.AlignRight
verticalAlignment: Qt.AlignVCenter
}
NavigableToolButton {
id: discordButton
visible: SystemProperties.hasBrowser &&
stackView.currentItem.objectName === "Settings"
iconSource: "qrc:/res/Discord-Logo-White.svg"
ToolTip.delay: 1000
ToolTip.timeout: 3000
ToolTip.visible: hovered
ToolTip.text: "Join our community on Discord"
// TODO need to make sure browser is brought to foreground.
onClicked: Qt.openUrlExternally("https://moonlight-stream.org/discord");
Keys.onDownPressed: {
stackView.currentItem.forceActiveFocus(Qt.TabFocus)
}
}
NavigableToolButton {
+41
View File
@@ -205,6 +205,31 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
sendKey(QEvent::Type::KeyRelease, Qt::Key_Right);
m_LastAxisNavigationEventTime = SDL_GetTicks();
}
// In UI navigation mode (settings page), use the right stick to scroll
if (m_UiNavMode) {
short rightX = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_RIGHTX);
short rightY = SDL_GameControllerGetAxis(gc, SDL_CONTROLLER_AXIS_RIGHTY);
QPoint wheelDelta;
if (rightX > 30000) {
wheelDelta.setX(30);
}
else if (rightX < -30000) {
wheelDelta.setX(-30);
}
if (rightY > 30000) {
wheelDelta.setY(-30);
}
else if (rightY < -30000) {
wheelDelta.setY(30);
}
if (!wheelDelta.isNull()) {
sendWheel(wheelDelta);
}
}
}
}
@@ -218,6 +243,22 @@ void SdlGamepadKeyNavigation::sendKey(QEvent::Type type, Qt::Key key, Qt::Keyboa
}
}
void SdlGamepadKeyNavigation::sendWheel(QPoint& angleDelta)
{
QGuiApplication* app = static_cast<QGuiApplication*>(QGuiApplication::instance());
QWindow* focusWindow = app->focusWindow();
if (focusWindow != nullptr) {
QPoint mousePos(focusWindow->width() / 2, focusWindow->height() / 2);
QPoint globalPos(focusWindow->mapToGlobal(mousePos));
#if QT_VERSION >= QT_VERSION_CHECK(5, 12, 0)
QWheelEvent wheelEvent(mousePos, globalPos, QPoint(), angleDelta, Qt::NoButton, Qt::NoModifier, Qt::NoScrollPhase, false, Qt::MouseEventSynthesizedByApplication);
#else
QWheelEvent wheelEvent(mousePos, globalPos, QPoint(), angleDelta, angleDelta.y(), Qt::Vertical, Qt::NoButton, Qt::NoModifier, Qt::NoScrollPhase, Qt::MouseEventSynthesizedByApplication, false);
#endif
app->sendEvent(focusWindow, &wheelEvent);
}
}
void SdlGamepadKeyNavigation::setUiNavMode(bool uiNavMode)
{
m_UiNavMode = uiNavMode;
+1
View File
@@ -24,6 +24,7 @@ public:
private:
void sendKey(QEvent::Type type, Qt::Key key, Qt::KeyboardModifiers modifiers = Qt::NoModifier);
void sendWheel(QPoint& angleDelta);
private slots:
void onPollingTimerFired();
+1 -1
View File
@@ -424,7 +424,7 @@ int main(int argc, char *argv[])
"Detected XWayland. This will probably break hardware decoding! Try running with QT_QPA_PLATFORM=wayland or switch to X11.");
}
else if (QGuiApplication::platformName().startsWith("wayland")) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Detected Wayland. Performance may be worse than X11.");
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Detected Wayland");
qputenv("SDL_VIDEODRIVER", "wayland");
}
+1
View File
@@ -0,0 +1 @@
<svg id="Layer_1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 245 240"><style>.st0{fill:#FFFFFF;}</style><path class="st0" d="M104.4 103.9c-5.7 0-10.2 5-10.2 11.1s4.6 11.1 10.2 11.1c5.7 0 10.2-5 10.2-11.1.1-6.1-4.5-11.1-10.2-11.1zM140.9 103.9c-5.7 0-10.2 5-10.2 11.1s4.6 11.1 10.2 11.1c5.7 0 10.2-5 10.2-11.1s-4.5-11.1-10.2-11.1z"/><path class="st0" d="M189.5 20h-134C44.2 20 35 29.2 35 40.6v135.2c0 11.4 9.2 20.6 20.5 20.6h113.4l-5.3-18.5 12.8 11.9 12.1 11.2 21.5 19V40.6c0-11.4-9.2-20.6-20.5-20.6zm-38.6 130.6s-3.6-4.3-6.6-8.1c13.1-3.7 18.1-11.9 18.1-11.9-4.1 2.7-8 4.6-11.5 5.9-5 2.1-9.8 3.5-14.5 4.3-9.6 1.8-18.4 1.3-25.9-.1-5.7-1.1-10.6-2.7-14.7-4.3-2.3-.9-4.8-2-7.3-3.4-.3-.2-.6-.3-.9-.5-.2-.1-.3-.2-.4-.3-1.8-1-2.8-1.7-2.8-1.7s4.8 8 17.5 11.8c-3 3.8-6.7 8.3-6.7 8.3-22.1-.7-30.5-15.2-30.5-15.2 0-32.2 14.4-58.3 14.4-58.3 14.4-10.8 28.1-10.5 28.1-10.5l1 1.2c-18 5.2-26.3 13.1-26.3 13.1s2.2-1.2 5.9-2.9c10.7-4.7 19.2-6 22.7-6.3.6-.1 1.1-.2 1.7-.2 6.1-.8 13-1 20.2-.2 9.5 1.1 19.7 3.9 30.1 9.6 0 0-7.9-7.5-24.9-12.7l1.4-1.6s13.7-.3 28.1 10.5c0 0 14.4 26.1 14.4 58.3 0 0-8.5 14.5-30.6 15.2z"/></svg>

After

Width:  |  Height:  |  Size: 1.1 KiB

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" height="24" viewBox="0 0 24 24" width="24" fill="#FFFFFF"><path d="M0 0h24v24H0V0zm0 0h24v24H0V0z" fill="none"/><path d="M16.59 7.58L10 14.17l-3.59-3.58L5 12l5 5 8-8zM12 2C6.48 2 2 6.48 2 12s4.48 10 10 10 10-4.48 10-10S17.52 2 12 2zm0 18c-4.42 0-8-3.58-8-8s3.58-8 8-8 8 3.58 8 8-3.58 8-8 8z"/></svg>

After

Width:  |  Height:  |  Size: 339 B

+4
View File
@@ -15,9 +15,13 @@
<file>res/update.svg</file>
<file>res/baseline-help_outline-24px.svg</file>
<file>res/baseline-error_outline-24px.svg</file>
<file>res/baseline-check_circle_outline-24px.svg</file>
<file>res/Discord-Logo-White.svg</file>
</qresource>
<qresource prefix="/data">
<file alias="gamecontrollerdb.txt">SDL_GameControllerDB/gamecontrollerdb.txt</file>
<file alias="ModeSeven.ttf">ModeSeven.ttf</file>
<file alias="egl.frag">shaders/egl.frag</file>
<file alias="egl.vert">shaders/egl.vert</file>
</qresource>
</RCC>
+9
View File
@@ -20,6 +20,7 @@
#define SER_MDNS "mdns"
#define SER_QUITAPPAFTER "quitAppAfter"
#define SER_ABSMOUSEMODE "mouseacceleration"
#define SER_ABSTOUCHMODE "abstouchmode"
#define SER_STARTWINDOWED "startwindowed"
#define SER_FRAMEPACING "framepacing"
#define SER_CONNWARNINGS "connwarnings"
@@ -27,6 +28,8 @@
#define SER_GAMEPADMOUSE "gamepadmouse"
#define SER_DEFAULTVER "defaultver"
#define SER_PACKETSIZE "packetsize"
#define SER_DETECTNETBLOCKING "detectnetblocking"
#define SER_SWAPMOUSEBUTTONS "swapmousebuttons"
#define CURRENT_DEFAULT_VER 1
@@ -60,12 +63,15 @@ void StreamingPreferences::reload()
enableMdns = settings.value(SER_MDNS, true).toBool();
quitAppAfter = settings.value(SER_QUITAPPAFTER, false).toBool();
absoluteMouseMode = settings.value(SER_ABSMOUSEMODE, false).toBool();
absoluteTouchMode = settings.value(SER_ABSTOUCHMODE, true).toBool();
startWindowed = settings.value(SER_STARTWINDOWED, true).toBool();
framePacing = settings.value(SER_FRAMEPACING, false).toBool();
connectionWarnings = settings.value(SER_CONNWARNINGS, true).toBool();
richPresence = settings.value(SER_RICHPRESENCE, true).toBool();
gamepadMouse = settings.value(SER_GAMEPADMOUSE, true).toBool();
detectNetworkBlocking = settings.value(SER_DETECTNETBLOCKING, true).toBool();
packetSize = settings.value(SER_PACKETSIZE, 0).toInt();
swapMouseButtons = settings.value(SER_SWAPMOUSEBUTTONS, false).toBool();
audioConfig = static_cast<AudioConfig>(settings.value(SER_AUDIOCFG,
static_cast<int>(AudioConfig::AC_STEREO)).toInt());
videoCodecConfig = static_cast<VideoCodecConfig>(settings.value(SER_VIDEOCFG,
@@ -104,17 +110,20 @@ void StreamingPreferences::save()
settings.setValue(SER_MDNS, enableMdns);
settings.setValue(SER_QUITAPPAFTER, quitAppAfter);
settings.setValue(SER_ABSMOUSEMODE, absoluteMouseMode);
settings.setValue(SER_ABSTOUCHMODE, absoluteTouchMode);
settings.setValue(SER_STARTWINDOWED, startWindowed);
settings.setValue(SER_FRAMEPACING, framePacing);
settings.setValue(SER_CONNWARNINGS, connectionWarnings);
settings.setValue(SER_RICHPRESENCE, richPresence);
settings.setValue(SER_GAMEPADMOUSE, gamepadMouse);
settings.setValue(SER_PACKETSIZE, packetSize);
settings.setValue(SER_DETECTNETBLOCKING, detectNetworkBlocking);
settings.setValue(SER_AUDIOCFG, static_cast<int>(audioConfig));
settings.setValue(SER_VIDEOCFG, static_cast<int>(videoCodecConfig));
settings.setValue(SER_VIDEODEC, static_cast<int>(videoDecoderSelection));
settings.setValue(SER_WINDOWMODE, static_cast<int>(windowMode));
settings.setValue(SER_DEFAULTVER, CURRENT_DEFAULT_VER);
settings.setValue(SER_SWAPMOUSEBUTTONS, swapMouseButtons);
}
int StreamingPreferences::getDefaultBitrate(int width, int height, int fps)
+9
View File
@@ -62,16 +62,19 @@ public:
Q_PROPERTY(bool enableMdns MEMBER enableMdns NOTIFY enableMdnsChanged)
Q_PROPERTY(bool quitAppAfter MEMBER quitAppAfter NOTIFY quitAppAfterChanged)
Q_PROPERTY(bool absoluteMouseMode MEMBER absoluteMouseMode NOTIFY absoluteMouseModeChanged)
Q_PROPERTY(bool absoluteTouchMode MEMBER absoluteTouchMode NOTIFY absoluteTouchModeChanged)
Q_PROPERTY(bool startWindowed MEMBER startWindowed NOTIFY startWindowedChanged)
Q_PROPERTY(bool framePacing MEMBER framePacing NOTIFY framePacingChanged)
Q_PROPERTY(bool connectionWarnings MEMBER connectionWarnings NOTIFY connectionWarningsChanged)
Q_PROPERTY(bool richPresence MEMBER richPresence NOTIFY richPresenceChanged)
Q_PROPERTY(bool gamepadMouse MEMBER gamepadMouse NOTIFY gamepadMouseChanged)
Q_PROPERTY(bool detectNetworkBlocking MEMBER detectNetworkBlocking NOTIFY detectNetworkBlockingChanged);
Q_PROPERTY(AudioConfig audioConfig MEMBER audioConfig NOTIFY audioConfigChanged)
Q_PROPERTY(VideoCodecConfig videoCodecConfig MEMBER videoCodecConfig NOTIFY videoCodecConfigChanged)
Q_PROPERTY(VideoDecoderSelection videoDecoderSelection MEMBER videoDecoderSelection NOTIFY videoDecoderSelectionChanged)
Q_PROPERTY(WindowMode windowMode MEMBER windowMode NOTIFY windowModeChanged)
Q_PROPERTY(WindowMode recommendedFullScreenMode MEMBER recommendedFullScreenMode CONSTANT)
Q_PROPERTY(bool swapMouseButtons MEMBER swapMouseButtons NOTIFY mouseButtonsChanged)
// Directly accessible members for preferences
int width;
@@ -86,11 +89,14 @@ public:
bool enableMdns;
bool quitAppAfter;
bool absoluteMouseMode;
bool absoluteTouchMode;
bool startWindowed;
bool framePacing;
bool connectionWarnings;
bool richPresence;
bool gamepadMouse;
bool detectNetworkBlocking;
bool swapMouseButtons;
int packetSize;
AudioConfig audioConfig;
VideoCodecConfig videoCodecConfig;
@@ -109,6 +115,7 @@ signals:
void enableMdnsChanged();
void quitAppAfterChanged();
void absoluteMouseModeChanged();
void absoluteTouchModeChanged();
void audioConfigChanged();
void videoCodecConfigChanged();
void videoDecoderSelectionChanged();
@@ -118,5 +125,7 @@ signals:
void connectionWarningsChanged();
void richPresenceChanged();
void gamepadMouseChanged();
void detectNetworkBlockingChanged();
void mouseButtonsChanged();
};
+21
View File
@@ -0,0 +1,21 @@
#version 300 es
#extension GL_OES_EGL_image_external : require
precision mediump float;
out vec4 FragColor;
in vec2 vTextCoord;
uniform mat3 yuvmat;
uniform vec3 offset;
uniform samplerExternalOES plane1;
uniform samplerExternalOES plane2;
void main() {
vec3 YCbCr = vec3(
texture2D(plane1, vTextCoord)[0],
texture2D(plane2, vTextCoord).xy
);
YCbCr -= offset;
FragColor = vec4(clamp(yuvmat * YCbCr, 0.0, 1.0), 1.0f);
}
+10
View File
@@ -0,0 +1,10 @@
#version 300 es
layout (location = 0) in vec2 aPosition; // 2D: X,Y
layout (location = 1) in vec2 aTexCoord;
out vec2 vTextCoord;
void main() {
vTextCoord = aTexCoord;
gl_Position = vec4(aPosition, 0, 1);
}
-1483
View File
@@ -1,1483 +0,0 @@
#include <Limelight.h>
#include <SDL.h>
#include "streaming/session.h"
#include "settings/mappingmanager.h"
#include "path.h"
#include "streamutils.h"
#include <QtGlobal>
#include <QtMath>
#include <QDir>
#include <QGuiApplication>
#define VK_0 0x30
#define VK_A 0x41
// These are real Windows VK_* codes
#ifndef VK_F1
#define VK_F1 0x70
#define VK_F13 0x7C
#define VK_NUMPAD0 0x60
#endif
#define MOUSE_POLLING_INTERVAL 5
// How long the fingers must be stationary to start a right click
#define LONG_PRESS_ACTIVATION_DELAY 650
// How far the finger can move before it cancels a right click
#define LONG_PRESS_ACTIVATION_DELTA 0.01f
// How long the double tap deadzone stays in effect between touch up and touch down
#define DOUBLE_TAP_DEAD_ZONE_DELAY 250
// How far the finger can move before it can override the double tap deadzone
#define DOUBLE_TAP_DEAD_ZONE_DELTA 0.025f
// How long the Start button must be pressed to toggle mouse emulation
#define MOUSE_EMULATION_LONG_PRESS_TIME 750
// How long between polling the gamepad to send virtual mouse input
#define MOUSE_EMULATION_POLLING_INTERVAL 50
// Determines how fast the mouse will move each interval
#define MOUSE_EMULATION_MOTION_MULTIPLIER 4
// Determines the maximum motion amount before allowing movement
#define MOUSE_EMULATION_DEADZONE 2
// Haptic capabilities (in addition to those from SDL_HapticQuery())
#define ML_HAPTIC_GC_RUMBLE (1U << 16)
#define ML_HAPTIC_SIMPLE_RUMBLE (1U << 17)
const int SdlInputHandler::k_ButtonMap[] = {
A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
LS_CLK_FLAG, RS_CLK_FLAG,
LB_FLAG, RB_FLAG,
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
};
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int streamWidth, int streamHeight)
: m_MultiController(prefs.multiController),
m_GamepadMouse(prefs.gamepadMouse),
m_MouseMoveTimer(0),
m_FakeCaptureActive(false),
m_LongPressTimer(0),
m_StreamWidth(streamWidth),
m_StreamHeight(streamHeight),
m_AbsoluteMouseMode(prefs.absoluteMouseMode)
{
// Allow gamepad input when the app doesn't have focus
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
// If absolute mouse mode is enabled, use relative mode warp (which
// is via normal motion events that are influenced by mouse acceleration).
// Otherwise, we'll use raw input capture which is straight from the device
// without modification by the OS.
SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
prefs.absoluteMouseMode ? "1" : "0",
SDL_HINT_OVERRIDE);
#if defined(Q_OS_DARWIN) && !SDL_VERSION_ATLEAST(2, 0, 10)
// SDL 2.0.9 on macOS has a broken HIDAPI mapping for the older Xbox One S
// firmware, so we have to disable HIDAPI for Xbox gamepads on macOS until
// SDL 2.0.10 where the bug is fixed.
// https://github.com/moonlight-stream/moonlight-qt/issues/133
// https://bugzilla.libsdl.org/show_bug.cgi?id=4395
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 9)
// Enabling extended input reports allows rumble to function on Bluetooth PS4
// controllers, but breaks DirectInput applications. We will enable it because
// it's likely that working rumble is what the user is expecting. If they don't
// want this behavior, they can override it with the environment variable.
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
#endif
// We must initialize joystick explicitly before gamecontroller in order
// to ensure we receive gamecontroller attach events for gamepads where
// SDL doesn't have a built-in mapping. By starting joystick first, we
// can allow mapping manager to update the mappings before GC attach
// events are generated.
SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_JOYSTICK) failed: %s",
SDL_GetError());
}
MappingManager mappingManager;
mappingManager.applyMappings();
// Flush gamepad arrival and departure events which may be queued before
// starting the gamecontroller subsystem again. This prevents us from
// receiving duplicate arrival and departure events for the same gamepad.
SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
SDL_FlushEvent(SDL_CONTROLLERDEVICEREMOVED);
// We need to reinit this each time, since you only get
// an initial set of gamepad arrival events once per init.
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
SDL_GetError());
}
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
if (SDL_InitSubSystem(SDL_INIT_HAPTIC) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_HAPTIC) failed: %s",
SDL_GetError());
}
#endif
// Initialize the gamepad mask with currently attached gamepads to avoid
// causing gamepads to unexpectedly disappear and reappear on the host
// during stream startup as we detect currently attached gamepads one at a time.
m_GamepadMask = getAttachedGamepadMask();
SDL_zero(m_GamepadState);
SDL_zero(m_LastTouchDownEvent);
SDL_zero(m_LastTouchUpEvent);
SDL_AtomicSet(&m_MouseDeltaX, 0);
SDL_AtomicSet(&m_MouseDeltaY, 0);
Uint32 pollingInterval = QString(qgetenv("MOUSE_POLLING_INTERVAL")).toUInt();
if (pollingInterval == 0) {
pollingInterval = MOUSE_POLLING_INTERVAL;
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using custom mouse polling interval: %u ms",
pollingInterval);
}
m_MouseMoveTimer = SDL_AddTimer(pollingInterval, SdlInputHandler::mouseMoveTimerCallback, this);
}
SdlInputHandler::~SdlInputHandler()
{
for (int i = 0; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].mouseEmulationTimer != 0) {
Session::get()->notifyMouseEmulationMode(false);
SDL_RemoveTimer(m_GamepadState[i].mouseEmulationTimer);
}
#if !SDL_VERSION_ATLEAST(2, 0, 9)
if (m_GamepadState[i].haptic != nullptr) {
SDL_HapticClose(m_GamepadState[i].haptic);
}
#endif
if (m_GamepadState[i].controller != nullptr) {
SDL_GameControllerClose(m_GamepadState[i].controller);
}
}
SDL_RemoveTimer(m_MouseMoveTimer);
SDL_RemoveTimer(m_LongPressTimer);
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_QuitSubSystem(SDL_INIT_HAPTIC);
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
#endif
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
// Return background event handling to off
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
#ifdef STEAM_LINK
// Hide SDL's cursor on Steam Link after quitting the stream.
// FIXME: We should also do this for other situations where SDL
// and Qt will draw their own mouse cursors like KMSDRM or RPi
// video backends.
SDL_ShowCursor(SDL_DISABLE);
#endif
}
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
{
short keyCode;
char modifiers;
// Check for our special key combos
if ((event->state == SDL_PRESSED) &&
(event->keysym.mod & KMOD_CTRL) &&
(event->keysym.mod & KMOD_ALT) &&
(event->keysym.mod & KMOD_SHIFT)) {
// First we test the SDLK combos for matches,
// that way we ensure that latin keyboard users
// can match to the key they see on their keyboards.
// If nothing matches that, we'll then go on to
// checking scancodes so non-latin keyboard users
// can have working hotkeys (though possibly in
// odd positions). We must do all SDLK tests before
// any scancode tests to avoid issues in cases
// where the SDLK for one shortcut collides with
// the scancode of another.
// Check for quit combo (Ctrl+Alt+Shift+Q)
if (event->keysym.sym == SDLK_q) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo (SDLK)");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
return;
}
// Check for the unbind combo (Ctrl+Alt+Shift+Z) unless on EGLFS which has no window manager
else if (event->keysym.sym == SDLK_z && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo (SDLK)");
// Stop handling future input
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
return;
}
// Check for the mouse mode combo (Ctrl+Alt+Shift+M) unless on EGLFS which has no window manager
else if (event->keysym.sym == SDLK_m && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse mode toggle combo (SDLK)");
// Uncapture input
setCaptureActive(false);
// Toggle mouse mode
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
// Recapture input
setCaptureActive(true);
return;
}
else if (event->keysym.sym == SDLK_x && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo (SDLK)");
Session::s_ActiveSession->toggleFullscreen();
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for overlay combo (Ctrl+Alt+Shift+S)
else if (event->keysym.sym == SDLK_s) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo (SDLK)");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for quit combo (Ctrl+Alt+Shift+Q)
else if (event->keysym.scancode == SDL_SCANCODE_Q) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo (scancode)");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
return;
}
// Check for the unbind combo (Ctrl+Alt+Shift+Z)
else if (event->keysym.scancode == SDL_SCANCODE_Z && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo (scancode)");
// Stop handling future input
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
return;
}
// Check for the full-screen combo (Ctrl+Alt+Shift+X) unless on EGLFS which has no window manager
else if (event->keysym.scancode == SDL_SCANCODE_X && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo (scancode)");
Session::s_ActiveSession->toggleFullscreen();
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for the mouse mode toggle combo (Ctrl+Alt+Shift+M) unless on EGLFS which has no window manager
else if (event->keysym.scancode == SDL_SCANCODE_M && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse mode toggle combo (scancode)");
// Uncapture input
setCaptureActive(false);
// Toggle mouse mode
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
// Recapture input
setCaptureActive(true);
return;
}
else if (event->keysym.scancode == SDL_SCANCODE_S) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo (scancode)");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
}
if (event->repeat) {
// Ignore repeat key down events
SDL_assert(event->state == SDL_PRESSED);
return;
}
// Set modifier flags
modifiers = 0;
if (event->keysym.mod & KMOD_CTRL) {
modifiers |= MODIFIER_CTRL;
}
if (event->keysym.mod & KMOD_ALT) {
modifiers |= MODIFIER_ALT;
}
if (event->keysym.mod & KMOD_SHIFT) {
modifiers |= MODIFIER_SHIFT;
}
if (event->keysym.mod & KMOD_GUI) {
modifiers |= MODIFIER_META;
}
// Set keycode. We explicitly use scancode here because GFE will try to correct
// for AZERTY layouts on the host but it depends on receiving VK_ values matching
// a QWERTY layout to work.
if (event->keysym.scancode >= SDL_SCANCODE_1 && event->keysym.scancode <= SDL_SCANCODE_9) {
// SDL defines SDL_SCANCODE_0 > SDL_SCANCODE_9, so we need to handle that manually
keyCode = (event->keysym.scancode - SDL_SCANCODE_1) + VK_0 + 1;
}
else if (event->keysym.scancode >= SDL_SCANCODE_A && event->keysym.scancode <= SDL_SCANCODE_Z) {
keyCode = (event->keysym.scancode - SDL_SCANCODE_A) + VK_A;
}
else if (event->keysym.scancode >= SDL_SCANCODE_F1 && event->keysym.scancode <= SDL_SCANCODE_F12) {
keyCode = (event->keysym.scancode - SDL_SCANCODE_F1) + VK_F1;
}
else if (event->keysym.scancode >= SDL_SCANCODE_F13 && event->keysym.scancode <= SDL_SCANCODE_F24) {
keyCode = (event->keysym.scancode - SDL_SCANCODE_F13) + VK_F13;
}
else if (event->keysym.scancode >= SDL_SCANCODE_KP_1 && event->keysym.scancode <= SDL_SCANCODE_KP_9) {
// SDL defines SDL_SCANCODE_KP_0 > SDL_SCANCODE_KP_9, so we need to handle that manually
keyCode = (event->keysym.scancode - SDL_SCANCODE_KP_1) + VK_NUMPAD0 + 1;
}
else {
switch (event->keysym.scancode) {
case SDL_SCANCODE_BACKSPACE:
keyCode = 0x08;
break;
case SDL_SCANCODE_TAB:
keyCode = 0x09;
break;
case SDL_SCANCODE_CLEAR:
keyCode = 0x0C;
break;
case SDL_SCANCODE_KP_ENTER: // FIXME: Is this correct?
case SDL_SCANCODE_RETURN:
keyCode = 0x0D;
break;
case SDL_SCANCODE_PAUSE:
keyCode = 0x13;
break;
case SDL_SCANCODE_CAPSLOCK:
keyCode = 0x14;
break;
case SDL_SCANCODE_ESCAPE:
keyCode = 0x1B;
break;
case SDL_SCANCODE_SPACE:
keyCode = 0x20;
break;
case SDL_SCANCODE_PAGEUP:
keyCode = 0x21;
break;
case SDL_SCANCODE_PAGEDOWN:
keyCode = 0x22;
break;
case SDL_SCANCODE_END:
keyCode = 0x23;
break;
case SDL_SCANCODE_HOME:
keyCode = 0x24;
break;
case SDL_SCANCODE_LEFT:
keyCode = 0x25;
break;
case SDL_SCANCODE_UP:
keyCode = 0x26;
break;
case SDL_SCANCODE_RIGHT:
keyCode = 0x27;
break;
case SDL_SCANCODE_DOWN:
keyCode = 0x28;
break;
case SDL_SCANCODE_SELECT:
keyCode = 0x29;
break;
case SDL_SCANCODE_EXECUTE:
keyCode = 0x2B;
break;
case SDL_SCANCODE_PRINTSCREEN:
keyCode = 0x2C;
break;
case SDL_SCANCODE_INSERT:
keyCode = 0x2D;
break;
case SDL_SCANCODE_DELETE:
keyCode = 0x2E;
break;
case SDL_SCANCODE_HELP:
keyCode = 0x2F;
break;
case SDL_SCANCODE_KP_0:
// See comment above about why we only handle SDL_SCANCODE_KP_0 here
keyCode = VK_NUMPAD0;
break;
case SDL_SCANCODE_0:
// See comment above about why we only handle SDL_SCANCODE_0 here
keyCode = VK_0;
break;
case SDL_SCANCODE_KP_MULTIPLY:
keyCode = 0x6A;
break;
case SDL_SCANCODE_KP_PLUS:
keyCode = 0x6B;
break;
case SDL_SCANCODE_KP_COMMA:
keyCode = 0x6C;
break;
case SDL_SCANCODE_KP_MINUS:
keyCode = 0x6D;
break;
case SDL_SCANCODE_KP_PERIOD:
keyCode = 0x6E;
break;
case SDL_SCANCODE_KP_DIVIDE:
keyCode = 0x6F;
break;
case SDL_SCANCODE_NUMLOCKCLEAR:
keyCode = 0x90;
break;
case SDL_SCANCODE_SCROLLLOCK:
keyCode = 0x91;
break;
case SDL_SCANCODE_LSHIFT:
keyCode = 0xA0;
break;
case SDL_SCANCODE_RSHIFT:
keyCode = 0xA1;
break;
case SDL_SCANCODE_LCTRL:
keyCode = 0xA2;
break;
case SDL_SCANCODE_RCTRL:
keyCode = 0xA3;
break;
case SDL_SCANCODE_LALT:
keyCode = 0xA4;
break;
case SDL_SCANCODE_RALT:
keyCode = 0xA5;
break;
// Until we can fully capture these on all platforms (without conflicting with
// OS-provided shortcuts), we should avoid passing them through to the host.
#if 0
case SDL_SCANCODE_LGUI:
keyCode = 0x5B;
break;
case SDL_SCANCODE_RGUI:
keyCode = 0x5C;
break;
#endif
case SDL_SCANCODE_AC_BACK:
keyCode = 0xA6;
break;
case SDL_SCANCODE_AC_FORWARD:
keyCode = 0xA7;
break;
case SDL_SCANCODE_AC_REFRESH:
keyCode = 0xA8;
break;
case SDL_SCANCODE_AC_STOP:
keyCode = 0xA9;
break;
case SDL_SCANCODE_AC_SEARCH:
keyCode = 0xAA;
break;
case SDL_SCANCODE_AC_BOOKMARKS:
keyCode = 0xAB;
break;
case SDL_SCANCODE_AC_HOME:
keyCode = 0xAC;
break;
case SDL_SCANCODE_SEMICOLON:
keyCode = 0xBA;
break;
case SDL_SCANCODE_EQUALS:
keyCode = 0xBB;
break;
case SDL_SCANCODE_COMMA:
keyCode = 0xBC;
break;
case SDL_SCANCODE_MINUS:
keyCode = 0xBD;
break;
case SDL_SCANCODE_PERIOD:
keyCode = 0xBE;
break;
case SDL_SCANCODE_SLASH:
keyCode = 0xBF;
break;
case SDL_SCANCODE_GRAVE:
keyCode = 0xC0;
break;
case SDL_SCANCODE_LEFTBRACKET:
keyCode = 0xDB;
break;
case SDL_SCANCODE_BACKSLASH:
keyCode = 0xDC;
break;
case SDL_SCANCODE_RIGHTBRACKET:
keyCode = 0xDD;
break;
case SDL_SCANCODE_APOSTROPHE:
keyCode = 0xDE;
break;
case SDL_SCANCODE_NONUSBACKSLASH:
keyCode = 0xE2;
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled button event: %d",
event->keysym.scancode);
return;
}
}
// Track the key state so we always know which keys are down
if (event->state == SDL_PRESSED) {
m_KeysDown.insert(keyCode);
}
else {
m_KeysDown.remove(keyCode);
}
LiSendKeyboardEvent(keyCode,
event->state == SDL_PRESSED ?
KEY_ACTION_DOWN : KEY_ACTION_UP,
modifiers);
}
void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
{
int button;
if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
else if (!isCaptureActive()) {
if (event->button == SDL_BUTTON_LEFT && event->state == SDL_RELEASED) {
// Capture the mouse again if clicked when unbound.
// We start capture on left button released instead of
// pressed to avoid sending an errant mouse button released
// event to the host when clicking into our window (since
// the pressed event was consumed by this code).
setCaptureActive(true);
}
// Not capturing
return;
}
switch (event->button)
{
case SDL_BUTTON_LEFT:
button = BUTTON_LEFT;
break;
case SDL_BUTTON_MIDDLE:
button = BUTTON_MIDDLE;
break;
case SDL_BUTTON_RIGHT:
button = BUTTON_RIGHT;
break;
case SDL_BUTTON_X1:
button = BUTTON_X1;
break;
case SDL_BUTTON_X2:
button = BUTTON_X2;
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled button event: %d",
event->button);
return;
}
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
BUTTON_ACTION_PRESS :
BUTTON_ACTION_RELEASE,
button);
}
void SdlInputHandler::handleMouseMotionEvent(SDL_Window* window, SDL_MouseMotionEvent* event)
{
if (!isCaptureActive()) {
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
if (m_AbsoluteMouseMode) {
SDL_Rect src, dst;
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
SDL_GetWindowSize(window, &dst.w, &dst.h);
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
// Clamp motion to the video region
short x = qMin(qMax(event->x - dst.x, 0), dst.w);
short y = qMin(qMax(event->y - dst.y, 0), dst.h);
// Send the mouse position update
LiSendMousePositionEvent(x, y, dst.w, dst.h);
}
else {
// Batch until the next mouse polling window or we'll get awful
// input lag everything except GFE 3.14 and 3.15.
SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
}
}
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
{
if (!isCaptureActive()) {
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
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::longPressTimerCallback(Uint32, void*)
{
// Raise the left click and start a right click
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
return 0;
}
Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
{
auto me = reinterpret_cast<SdlInputHandler*>(param);
short deltaX = (short)SDL_AtomicSet(&me->m_MouseDeltaX, 0);
short deltaY = (short)SDL_AtomicSet(&me->m_MouseDeltaY, 0);
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent(deltaX, deltaY);
}
return interval;
}
Uint32 SdlInputHandler::mouseEmulationTimerCallback(Uint32 interval, void *param)
{
auto gamepad = reinterpret_cast<GamepadState*>(param);
short rawX;
short rawY;
// Determine which analog stick is currently receiving the strongest input
if ((uint32_t)qAbs(gamepad->lsX) + qAbs(gamepad->lsY) > (uint32_t)qAbs(gamepad->rsX) + qAbs(gamepad->rsY)) {
rawX = gamepad->lsX;
rawY = -gamepad->lsY;
}
else {
rawX = gamepad->rsX;
rawY = -gamepad->rsY;
}
float deltaX;
float deltaY;
// Produce a base vector for mouse movement with increased speed as we deviate further from center
deltaX = qPow(rawX / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
deltaY = qPow(rawY / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
// Enforce deadzones
deltaX = qAbs(deltaX) > MOUSE_EMULATION_DEADZONE ? deltaX - MOUSE_EMULATION_DEADZONE : 0;
deltaY = qAbs(deltaY) > MOUSE_EMULATION_DEADZONE ? deltaY - MOUSE_EMULATION_DEADZONE : 0;
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent((short)deltaX, (short)deltaY);
}
return interval;
}
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
{
SDL_JoystickID gameControllerId = event->which;
GamepadState* state = findStateForGamepad(gameControllerId);
if (state == NULL) {
return;
}
// Batch all pending axis motion events for this gamepad to save CPU time
SDL_Event nextEvent;
for (;;) {
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;
}
// Check for another event to batch with
if (SDL_PeepEvents(&nextEvent, 1, SDL_PEEKEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION) <= 0) {
break;
}
event = &nextEvent.caxis;
if (event->which != gameControllerId) {
// Stop batching if a different gamepad interrupts us
break;
}
// Remove the next event to batch
SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION);
}
// Only send the gamepad state to the host if it's not in mouse emulation mode
if (state->mouseEmulationTimer == 0) {
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];
if (event->button == SDL_CONTROLLER_BUTTON_START) {
state->lastStartDownTime = SDL_GetTicks();
}
else if (state->mouseEmulationTimer != 0) {
if (event->button == SDL_CONTROLLER_BUTTON_A) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_MIDDLE);
}
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X2);
}
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_UP) {
LiSendScrollEvent(1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_DOWN) {
LiSendScrollEvent(-1);
}
}
}
else {
state->buttons &= ~k_ButtonMap[event->button];
if (event->button == SDL_CONTROLLER_BUTTON_START) {
if (SDL_GetTicks() - state->lastStartDownTime > MOUSE_EMULATION_LONG_PRESS_TIME) {
if (state->mouseEmulationTimer != 0) {
SDL_RemoveTimer(state->mouseEmulationTimer);
state->mouseEmulationTimer = 0;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Mouse emulation deactivated");
Session::get()->notifyMouseEmulationMode(false);
}
else if (m_GamepadMouse) {
// Send the start button up event to the host, since we won't do it below
sendGamepadState(state);
state->mouseEmulationTimer = SDL_AddTimer(MOUSE_EMULATION_POLLING_INTERVAL, SdlInputHandler::mouseEmulationTimerCallback, state);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Mouse emulation active");
Session::get()->notifyMouseEmulationMode(true);
}
}
}
else if (state->mouseEmulationTimer != 0) {
if (event->button == SDL_CONTROLLER_BUTTON_A) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_MIDDLE);
}
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
}
}
}
// 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;
}
// Only send the gamepad state to the host if it's not in mouse emulation mode
if (state->mouseEmulationTimer == 0) {
sendGamepadState(state);
}
}
void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
{
GamepadState* state;
if (event->type == SDL_CONTROLLERDEVICEADDED) {
int i;
const char* name;
SDL_GameController* controller;
const char* mapping;
char guidStr[33];
uint32_t hapticCaps;
controller = SDL_GameControllerOpen(event->which);
if (controller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open gamepad: %s",
SDL_GetError());
return;
}
// We used to use SDL_GameControllerGetPlayerIndex() here but that
// can lead to strange issues due to bugs in Windows where an Xbox
// controller will join as player 2, even though no player 1 controller
// is connected at all. This pretty much screws any attempt to use
// the gamepad in single player games, so just assign them in order from 0.
i = 0;
for (; i < MAX_GAMEPADS; i++) {
SDL_assert(m_GamepadState[i].controller != controller);
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!");
SDL_GameControllerClose(controller);
return;
}
state = &m_GamepadState[i];
if (m_MultiController) {
state->index = i;
#if SDL_VERSION_ATLEAST(2, 0, 12)
// This will change indicators on the controller to show the assigned
// player index. For Xbox 360 controllers, that means updating the LED
// ring to light up the corresponding quadrant for this player.
SDL_GameControllerSetPlayerIndex(controller, state->index);
#endif
}
else {
// Always player 1 in single controller mode
state->index = 0;
}
state->controller = controller;
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
#if SDL_VERSION_ATLEAST(2, 0, 9)
// Perform a tiny rumble to see if haptics are supported.
// NB: We cannot use zeros for rumble intensity or SDL will not actually call the JS driver
// and we'll get a (potentially false) success value returned.
hapticCaps = SDL_GameControllerRumble(controller, 1, 1, 1) == 0 ?
ML_HAPTIC_GC_RUMBLE : 0;
#else
state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
state->hapticEffectId = -1;
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_NONE;
if (state->haptic != nullptr) {
// Query for supported haptic effects
hapticCaps = SDL_HapticQuery(state->haptic);
hapticCaps |= SDL_HapticRumbleSupported(state->haptic) ?
ML_HAPTIC_SIMPLE_RUMBLE : 0;
if ((SDL_HapticQuery(state->haptic) & SDL_HAPTIC_LEFTRIGHT) == 0) {
if (SDL_HapticRumbleSupported(state->haptic)) {
if (SDL_HapticRumbleInit(state->haptic) == 0) {
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE;
}
}
if (state->hapticMethod == GAMEPAD_HAPTIC_METHOD_NONE) {
SDL_HapticClose(state->haptic);
state->haptic = nullptr;
}
} else {
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_LEFTRIGHT;
}
}
else {
hapticCaps = 0;
}
#endif
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(state->controller)),
guidStr, sizeof(guidStr));
mapping = SDL_GameControllerMapping(state->controller);
name = SDL_GameControllerName(state->controller);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Gamepad %d (player %d) is: %s (haptic capabilities: 0x%x) (mapping: %s -> %s)",
i,
state->index,
name != nullptr ? name : "<null>",
hapticCaps,
guidStr,
mapping != nullptr ? mapping : "<null>");
if (mapping != nullptr) {
SDL_free((void*)mapping);
}
// Add this gamepad to the gamepad mask
if (m_MultiController) {
// NB: Don't assert that it's unset here because we will already
// have the mask set for initially attached gamepads to avoid confusing
// apps running on the host.
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) {
if (state->mouseEmulationTimer != 0) {
Session::get()->notifyMouseEmulationMode(false);
SDL_RemoveTimer(state->mouseEmulationTimer);
}
SDL_GameControllerClose(state->controller);
#if !SDL_VERSION_ATLEAST(2, 0, 9)
if (state->haptic != nullptr) {
SDL_HapticClose(state->haptic);
}
#endif
// 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::rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
{
// Make sure the controller number is within our supported count
if (controllerNumber >= MAX_GAMEPADS) {
return;
}
#if SDL_VERSION_ATLEAST(2, 0, 9)
if (m_GamepadState[controllerNumber].controller != nullptr) {
SDL_GameControllerRumble(m_GamepadState[controllerNumber].controller, lowFreqMotor, highFreqMotor, 30000);
}
#else
// Check if the controller supports haptics (and if the controller exists at all)
SDL_Haptic* haptic = m_GamepadState[controllerNumber].haptic;
if (haptic == nullptr) {
return;
}
// Stop the last effect we played
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
SDL_HapticDestroyEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId);
}
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
SDL_HapticRumbleStop(haptic);
}
// If this callback is telling us to stop both motors, don't bother queuing a new effect
if (lowFreqMotor == 0 && highFreqMotor == 0) {
return;
}
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
SDL_HapticEffect effect;
SDL_memset(&effect, 0, sizeof(effect));
effect.type = SDL_HAPTIC_LEFTRIGHT;
// The effect should last until we are instructed to stop or change it
effect.leftright.length = SDL_HAPTIC_INFINITY;
// SDL haptics range from 0-32767 but XInput uses 0-65535, so divide by 2 to correct for SDL's scaling
effect.leftright.large_magnitude = lowFreqMotor / 2;
effect.leftright.small_magnitude = highFreqMotor / 2;
// Play the new effect
m_GamepadState[controllerNumber].hapticEffectId = SDL_HapticNewEffect(haptic, &effect);
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
SDL_HapticRunEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId, 1);
}
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
SDL_HapticRumblePlay(haptic,
std::min(1.0, (GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT*highFreqMotor +
GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT*lowFreqMotor) / 65535.0),
SDL_HAPTIC_INFINITY);
}
#endif
}
void SdlInputHandler::handleTouchFingerEvent(SDL_Window* window, SDL_TouchFingerEvent* event)
{
#if SDL_VERSION_ATLEAST(2, 0, 10)
if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
// Ignore anything that isn't a touchscreen. We may get callbacks
// for trackpads, but we want to handle those in the mouse path.
return;
}
#elif defined(Q_OS_DARWIN)
// SDL2 sends touch events from trackpads by default on
// macOS. This totally screws our actual mouse handling,
// so we must explicitly ignore touch events on macOS
// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
// to tell them apart.
return;
#endif
// 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.
// Ignore touch down events with more than one finger
if (event->type == SDL_FINGERDOWN && SDL_GetNumTouchFingers(event->touchId) > 1) {
return;
}
// Ignore touch move and touch up events from the non-primary finger
if (event->type != SDL_FINGERDOWN && event->fingerId != m_LastTouchDownEvent.fingerId) {
return;
}
SDL_Rect src, dst;
int windowWidth, windowHeight;
SDL_GetWindowSize(window, &windowWidth, &windowHeight);
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = windowWidth;
dst.h = windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
if (qSqrt(qPow(event->x - m_LastTouchDownEvent.x, 2) + qPow(event->y - m_LastTouchDownEvent.y, 2)) > LONG_PRESS_ACTIVATION_DELTA) {
// Moved too far since touch down. Cancel the long press timer.
SDL_RemoveTimer(m_LongPressTimer);
m_LongPressTimer = 0;
}
// Don't reposition for finger down events within the deadzone. This makes double-clicking easier.
if (event->type != SDL_FINGERDOWN ||
event->timestamp - m_LastTouchUpEvent.timestamp > DOUBLE_TAP_DEAD_ZONE_DELAY ||
qSqrt(qPow(event->x - m_LastTouchUpEvent.x, 2) + qPow(event->y - m_LastTouchUpEvent.y, 2)) > DOUBLE_TAP_DEAD_ZONE_DELTA) {
// Scale window-relative events to be video-relative and clamp to video region
short x = qMin(qMax((int)(event->x * windowWidth), dst.x), dst.x + dst.w);
short y = qMin(qMax((int)(event->y * windowHeight), dst.y), dst.y + dst.h);
// Update the cursor position relative to the video region
LiSendMousePositionEvent(x - dst.x, y - dst.y, dst.w, dst.h);
}
if (event->type == SDL_FINGERDOWN) {
m_LastTouchDownEvent = *event;
// Start/restart the long press timer
SDL_RemoveTimer(m_LongPressTimer);
m_LongPressTimer = SDL_AddTimer(LONG_PRESS_ACTIVATION_DELAY,
longPressTimerCallback,
nullptr);
// Left button down on finger down
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
}
else if (event->type == SDL_FINGERUP) {
m_LastTouchUpEvent = *event;
// Cancel the long press timer
SDL_RemoveTimer(m_LongPressTimer);
m_LongPressTimer = 0;
// Left button up on finger up
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
// Raise right button too in case we triggered a long press gesture
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
}
}
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();
}
void SdlInputHandler::notifyFocusGained(SDL_Window* window)
{
// Capture mouse cursor when user actives the window by clicking on
// window's client area (borders and title bar excluded).
// Without this you would have to click the window twice (once to
// activate it, second time to enable capture). With this you need to
// click it only once.
//
// On Linux, the button press event is delivered after the focus gain
// so this is not neccessary (and leads to a click sent to the host
// when focusing the window by clicking).
//
// By excluding window's borders and title bar out, lets user still
// interact with them without mouse capture kicking in.
#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN)
int mouseX, mouseY;
Uint32 mouseState = SDL_GetGlobalMouseState(&mouseX, &mouseY);
if (mouseState & SDL_BUTTON(SDL_BUTTON_LEFT)) {
int x, y, width, height;
SDL_GetWindowPosition(window, &x, &y);
SDL_GetWindowSize(window, &width, &height);
if (mouseX > x && mouseX < x+width && mouseY > y && mouseY < y+height) {
setCaptureActive(true);
}
}
#else
Q_UNUSED(window);
#endif
}
void SdlInputHandler::notifyFocusLost(SDL_Window* window)
{
// Release mouse cursor when another window is activated (e.g. by using ALT+TAB).
// This lets user to interact with our window's title bar and with the buttons in it.
// Doing this while the window is full-screen breaks the transition out of FS
// (desktop and exclusive), so we must check for that before releasing mouse capture.
if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) && !m_AbsoluteMouseMode) {
setCaptureActive(false);
}
// Raise all keys that are currently pressed. If we don't do this, certain keys
// used in shortcuts that cause focus loss (such as Alt+Tab) may get stuck down.
raiseAllKeys();
}
bool SdlInputHandler::isCaptureActive()
{
if (SDL_GetRelativeMouseMode()) {
return true;
}
// Some platforms don't support SDL_SetRelativeMouseMode
return m_FakeCaptureActive;
}
void SdlInputHandler::setCaptureActive(bool active)
{
if (active) {
// If we're in relative mode, try to activate SDL's relative mouse mode
if (m_AbsoluteMouseMode || SDL_SetRelativeMouseMode(SDL_TRUE) < 0) {
// Relative mouse mode didn't work, so we'll use fake capture
SDL_ShowCursor(SDL_DISABLE);
m_FakeCaptureActive = true;
}
}
else if (m_FakeCaptureActive) {
SDL_ShowCursor(SDL_ENABLE);
m_FakeCaptureActive = false;
}
else {
SDL_SetRelativeMouseMode(SDL_FALSE);
}
}
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 && numAxes <= 8) && 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;
}
+107
View File
@@ -0,0 +1,107 @@
#include "input.h"
#include <Limelight.h>
#include <SDL.h>
#include "streaming/streamutils.h"
#include <QtMath>
// How long the fingers must be stationary to start a right click
#define LONG_PRESS_ACTIVATION_DELAY 650
// How far the finger can move before it cancels a right click
#define LONG_PRESS_ACTIVATION_DELTA 0.01f
// How long the double tap deadzone stays in effect between touch up and touch down
#define DOUBLE_TAP_DEAD_ZONE_DELAY 250
// How far the finger can move before it can override the double tap deadzone
#define DOUBLE_TAP_DEAD_ZONE_DELTA 0.025f
Uint32 SdlInputHandler::longPressTimerCallback(Uint32, void*)
{
// Raise the left click and start a right click
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
return 0;
}
void SdlInputHandler::handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event)
{
// 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.
// Ignore touch down events with more than one finger
if (event->type == SDL_FINGERDOWN && SDL_GetNumTouchFingers(event->touchId) > 1) {
return;
}
// Ignore touch move and touch up events from the non-primary finger
if (event->type != SDL_FINGERDOWN && event->fingerId != m_LastTouchDownEvent.fingerId) {
return;
}
SDL_Rect src, dst;
int windowWidth, windowHeight;
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = windowWidth;
dst.h = windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
if (qSqrt(qPow(event->x - m_LastTouchDownEvent.x, 2) + qPow(event->y - m_LastTouchDownEvent.y, 2)) > LONG_PRESS_ACTIVATION_DELTA) {
// Moved too far since touch down. Cancel the long press timer.
SDL_RemoveTimer(m_LongPressTimer);
m_LongPressTimer = 0;
}
// Don't reposition for finger down events within the deadzone. This makes double-clicking easier.
if (event->type != SDL_FINGERDOWN ||
event->timestamp - m_LastTouchUpEvent.timestamp > DOUBLE_TAP_DEAD_ZONE_DELAY ||
qSqrt(qPow(event->x - m_LastTouchUpEvent.x, 2) + qPow(event->y - m_LastTouchUpEvent.y, 2)) > DOUBLE_TAP_DEAD_ZONE_DELTA) {
// Scale window-relative events to be video-relative and clamp to video region
short x = qMin(qMax((int)(event->x * windowWidth), dst.x), dst.x + dst.w);
short y = qMin(qMax((int)(event->y * windowHeight), dst.y), dst.y + dst.h);
// Update the cursor position relative to the video region
LiSendMousePositionEvent(x - dst.x, y - dst.y, dst.w, dst.h);
}
if (event->type == SDL_FINGERDOWN) {
m_LastTouchDownEvent = *event;
// Start/restart the long press timer
SDL_RemoveTimer(m_LongPressTimer);
m_LongPressTimer = SDL_AddTimer(LONG_PRESS_ACTIVATION_DELAY,
longPressTimerCallback,
nullptr);
// Left button down on finger down
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
}
else if (event->type == SDL_FINGERUP) {
m_LastTouchUpEvent = *event;
// Cancel the long press timer
SDL_RemoveTimer(m_LongPressTimer);
m_LongPressTimer = 0;
// Left button up on finger up
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
// Raise right button too in case we triggered a long press gesture
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
}
}
+595
View File
@@ -0,0 +1,595 @@
#include "streaming/session.h"
#include <Limelight.h>
#include <SDL.h>
#include "settings/mappingmanager.h"
#include <QtMath>
// How long the Start button must be pressed to toggle mouse emulation
#define MOUSE_EMULATION_LONG_PRESS_TIME 750
// How long between polling the gamepad to send virtual mouse input
#define MOUSE_EMULATION_POLLING_INTERVAL 50
// Determines how fast the mouse will move each interval
#define MOUSE_EMULATION_MOTION_MULTIPLIER 4
// Determines the maximum motion amount before allowing movement
#define MOUSE_EMULATION_DEADZONE 2
// Haptic capabilities (in addition to those from SDL_HapticQuery())
#define ML_HAPTIC_GC_RUMBLE (1U << 16)
#define ML_HAPTIC_SIMPLE_RUMBLE (1U << 17)
const int SdlInputHandler::k_ButtonMap[] = {
A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
LS_CLK_FLAG, RS_CLK_FLAG,
LB_FLAG, RB_FLAG,
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
};
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::mouseEmulationTimerCallback(Uint32 interval, void *param)
{
auto gamepad = reinterpret_cast<GamepadState*>(param);
short rawX;
short rawY;
// Determine which analog stick is currently receiving the strongest input
if ((uint32_t)qAbs(gamepad->lsX) + qAbs(gamepad->lsY) > (uint32_t)qAbs(gamepad->rsX) + qAbs(gamepad->rsY)) {
rawX = gamepad->lsX;
rawY = -gamepad->lsY;
}
else {
rawX = gamepad->rsX;
rawY = -gamepad->rsY;
}
float deltaX;
float deltaY;
// Produce a base vector for mouse movement with increased speed as we deviate further from center
deltaX = qPow(rawX / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
deltaY = qPow(rawY / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
// Enforce deadzones
deltaX = qAbs(deltaX) > MOUSE_EMULATION_DEADZONE ? deltaX - MOUSE_EMULATION_DEADZONE : 0;
deltaY = qAbs(deltaY) > MOUSE_EMULATION_DEADZONE ? deltaY - MOUSE_EMULATION_DEADZONE : 0;
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent((short)deltaX, (short)deltaY);
}
return interval;
}
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
{
SDL_JoystickID gameControllerId = event->which;
GamepadState* state = findStateForGamepad(gameControllerId);
if (state == NULL) {
return;
}
// Batch all pending axis motion events for this gamepad to save CPU time
SDL_Event nextEvent;
for (;;) {
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;
}
// Check for another event to batch with
if (SDL_PeepEvents(&nextEvent, 1, SDL_PEEKEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION) <= 0) {
break;
}
event = &nextEvent.caxis;
if (event->which != gameControllerId) {
// Stop batching if a different gamepad interrupts us
break;
}
// Remove the next event to batch
SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION);
}
// Only send the gamepad state to the host if it's not in mouse emulation mode
if (state->mouseEmulationTimer == 0) {
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];
if (event->button == SDL_CONTROLLER_BUTTON_START) {
state->lastStartDownTime = SDL_GetTicks();
}
else if (state->mouseEmulationTimer != 0) {
if (event->button == SDL_CONTROLLER_BUTTON_A) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_MIDDLE);
}
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X2);
}
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_UP) {
LiSendScrollEvent(1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_DOWN) {
LiSendScrollEvent(-1);
}
}
}
else {
state->buttons &= ~k_ButtonMap[event->button];
if (event->button == SDL_CONTROLLER_BUTTON_START) {
if (SDL_GetTicks() - state->lastStartDownTime > MOUSE_EMULATION_LONG_PRESS_TIME) {
if (state->mouseEmulationTimer != 0) {
SDL_RemoveTimer(state->mouseEmulationTimer);
state->mouseEmulationTimer = 0;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Mouse emulation deactivated");
Session::get()->notifyMouseEmulationMode(false);
}
else if (m_GamepadMouse) {
// Send the start button up event to the host, since we won't do it below
sendGamepadState(state);
state->mouseEmulationTimer = SDL_AddTimer(MOUSE_EMULATION_POLLING_INTERVAL, SdlInputHandler::mouseEmulationTimerCallback, state);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Mouse emulation active");
Session::get()->notifyMouseEmulationMode(true);
}
}
}
else if (state->mouseEmulationTimer != 0) {
if (event->button == SDL_CONTROLLER_BUTTON_A) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_B) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
}
else if (event->button == SDL_CONTROLLER_BUTTON_X) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_MIDDLE);
}
else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X1);
}
else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
}
}
}
// 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;
}
// Only send the gamepad state to the host if it's not in mouse emulation mode
if (state->mouseEmulationTimer == 0) {
sendGamepadState(state);
}
}
void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
{
GamepadState* state;
if (event->type == SDL_CONTROLLERDEVICEADDED) {
int i;
const char* name;
SDL_GameController* controller;
const char* mapping;
char guidStr[33];
uint32_t hapticCaps;
controller = SDL_GameControllerOpen(event->which);
if (controller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open gamepad: %s",
SDL_GetError());
return;
}
// We used to use SDL_GameControllerGetPlayerIndex() here but that
// can lead to strange issues due to bugs in Windows where an Xbox
// controller will join as player 2, even though no player 1 controller
// is connected at all. This pretty much screws any attempt to use
// the gamepad in single player games, so just assign them in order from 0.
i = 0;
for (; i < MAX_GAMEPADS; i++) {
SDL_assert(m_GamepadState[i].controller != controller);
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!");
SDL_GameControllerClose(controller);
return;
}
state = &m_GamepadState[i];
if (m_MultiController) {
state->index = i;
#if SDL_VERSION_ATLEAST(2, 0, 12)
// This will change indicators on the controller to show the assigned
// player index. For Xbox 360 controllers, that means updating the LED
// ring to light up the corresponding quadrant for this player.
SDL_GameControllerSetPlayerIndex(controller, state->index);
#endif
}
else {
// Always player 1 in single controller mode
state->index = 0;
}
state->controller = controller;
state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
#if SDL_VERSION_ATLEAST(2, 0, 9)
// Perform a tiny rumble to see if haptics are supported.
// NB: We cannot use zeros for rumble intensity or SDL will not actually call the JS driver
// and we'll get a (potentially false) success value returned.
hapticCaps = SDL_GameControllerRumble(controller, 1, 1, 1) == 0 ?
ML_HAPTIC_GC_RUMBLE : 0;
#else
state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
state->hapticEffectId = -1;
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_NONE;
if (state->haptic != nullptr) {
// Query for supported haptic effects
hapticCaps = SDL_HapticQuery(state->haptic);
hapticCaps |= SDL_HapticRumbleSupported(state->haptic) ?
ML_HAPTIC_SIMPLE_RUMBLE : 0;
if ((SDL_HapticQuery(state->haptic) & SDL_HAPTIC_LEFTRIGHT) == 0) {
if (SDL_HapticRumbleSupported(state->haptic)) {
if (SDL_HapticRumbleInit(state->haptic) == 0) {
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE;
}
}
if (state->hapticMethod == GAMEPAD_HAPTIC_METHOD_NONE) {
SDL_HapticClose(state->haptic);
state->haptic = nullptr;
}
} else {
state->hapticMethod = GAMEPAD_HAPTIC_METHOD_LEFTRIGHT;
}
}
else {
hapticCaps = 0;
}
#endif
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(state->controller)),
guidStr, sizeof(guidStr));
mapping = SDL_GameControllerMapping(state->controller);
name = SDL_GameControllerName(state->controller);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Gamepad %d (player %d) is: %s (haptic capabilities: 0x%x) (mapping: %s -> %s)",
i,
state->index,
name != nullptr ? name : "<null>",
hapticCaps,
guidStr,
mapping != nullptr ? mapping : "<null>");
if (mapping != nullptr) {
SDL_free((void*)mapping);
}
// Add this gamepad to the gamepad mask
if (m_MultiController) {
// NB: Don't assert that it's unset here because we will already
// have the mask set for initially attached gamepads to avoid confusing
// apps running on the host.
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) {
if (state->mouseEmulationTimer != 0) {
Session::get()->notifyMouseEmulationMode(false);
SDL_RemoveTimer(state->mouseEmulationTimer);
}
SDL_GameControllerClose(state->controller);
#if !SDL_VERSION_ATLEAST(2, 0, 9)
if (state->haptic != nullptr) {
SDL_HapticClose(state->haptic);
}
#endif
// 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::rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
{
// Make sure the controller number is within our supported count
if (controllerNumber >= MAX_GAMEPADS) {
return;
}
#if SDL_VERSION_ATLEAST(2, 0, 9)
if (m_GamepadState[controllerNumber].controller != nullptr) {
SDL_GameControllerRumble(m_GamepadState[controllerNumber].controller, lowFreqMotor, highFreqMotor, 30000);
}
#else
// Check if the controller supports haptics (and if the controller exists at all)
SDL_Haptic* haptic = m_GamepadState[controllerNumber].haptic;
if (haptic == nullptr) {
return;
}
// Stop the last effect we played
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
SDL_HapticDestroyEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId);
}
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
SDL_HapticRumbleStop(haptic);
}
// If this callback is telling us to stop both motors, don't bother queuing a new effect
if (lowFreqMotor == 0 && highFreqMotor == 0) {
return;
}
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
SDL_HapticEffect effect;
SDL_memset(&effect, 0, sizeof(effect));
effect.type = SDL_HAPTIC_LEFTRIGHT;
// The effect should last until we are instructed to stop or change it
effect.leftright.length = SDL_HAPTIC_INFINITY;
// SDL haptics range from 0-32767 but XInput uses 0-65535, so divide by 2 to correct for SDL's scaling
effect.leftright.large_magnitude = lowFreqMotor / 2;
effect.leftright.small_magnitude = highFreqMotor / 2;
// Play the new effect
m_GamepadState[controllerNumber].hapticEffectId = SDL_HapticNewEffect(haptic, &effect);
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
SDL_HapticRunEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId, 1);
}
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
SDL_HapticRumblePlay(haptic,
std::min(1.0, (GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT*highFreqMotor +
GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT*lowFreqMotor) / 65535.0),
SDL_HAPTIC_INFINITY);
}
#endif
}
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 && numAxes <= 8) && 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;
}
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;
}
+346
View File
@@ -0,0 +1,346 @@
#include <Limelight.h>
#include <SDL.h>
#include "streaming/session.h"
#include "settings/mappingmanager.h"
#include "path.h"
#include <QtGlobal>
#include <QDir>
#define MOUSE_POLLING_INTERVAL 5
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int streamWidth, int streamHeight)
: m_MultiController(prefs.multiController),
m_GamepadMouse(prefs.gamepadMouse),
m_SwapMouseButtons(prefs.swapMouseButtons),
m_MouseMoveTimer(0),
m_MousePositionLock(0),
m_MouseWasInVideoRegion(false),
m_PendingMouseButtonsAllUpOnVideoRegionLeave(false),
m_FakeCaptureActive(false),
m_LongPressTimer(0),
m_StreamWidth(streamWidth),
m_StreamHeight(streamHeight),
m_AbsoluteMouseMode(prefs.absoluteMouseMode),
m_AbsoluteTouchMode(prefs.absoluteTouchMode),
m_PendingMouseLeaveButtonUp(0),
m_LeftButtonReleaseTimer(0),
m_RightButtonReleaseTimer(0),
m_DragTimer(0),
m_DragButton(0),
m_NumFingersDown(0)
{
// Allow gamepad input when the app doesn't have focus
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
// If absolute mouse mode is enabled, use relative mode warp (which
// is via normal motion events that are influenced by mouse acceleration).
// Otherwise, we'll use raw input capture which is straight from the device
// without modification by the OS.
SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
prefs.absoluteMouseMode ? "1" : "0",
SDL_HINT_OVERRIDE);
// Allow clicks to pass through to us when focusing the window. If we're in
// absolute mouse mode, this will avoid the user having to click twice to
// trigger a click on the host if the Moonlight window is not focused. In
// relative mode, the click event will trigger the mouse to be recaptured.
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#if defined(Q_OS_DARWIN) && !SDL_VERSION_ATLEAST(2, 0, 10)
// SDL 2.0.9 on macOS has a broken HIDAPI mapping for the older Xbox One S
// firmware, so we have to disable HIDAPI for Xbox gamepads on macOS until
// SDL 2.0.10 where the bug is fixed.
// https://github.com/moonlight-stream/moonlight-qt/issues/133
// https://bugzilla.libsdl.org/show_bug.cgi?id=4395
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 9)
// Enabling extended input reports allows rumble to function on Bluetooth PS4
// controllers, but breaks DirectInput applications. We will enable it because
// it's likely that working rumble is what the user is expecting. If they don't
// want this behavior, they can override it with the environment variable.
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
#endif
m_OldIgnoreDevices = SDL_GetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES);
m_OldIgnoreDevicesExcept = SDL_GetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT);
QString streamIgnoreDevices = qgetenv("STREAM_GAMECONTROLLER_IGNORE_DEVICES");
QString streamIgnoreDevicesExcept = qgetenv("STREAM_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT");
if (!streamIgnoreDevices.isEmpty() && !streamIgnoreDevices.endsWith(',')) {
streamIgnoreDevices += ',';
}
streamIgnoreDevices += m_OldIgnoreDevices;
// For SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, we use the union of SDL_GAMECONTROLLER_IGNORE_DEVICES
// and STREAM_GAMECONTROLLER_IGNORE_DEVICES while streaming. STREAM_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
// overrides SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT while streaming.
SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, streamIgnoreDevices.toUtf8());
SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, streamIgnoreDevicesExcept.toUtf8());
// We must initialize joystick explicitly before gamecontroller in order
// to ensure we receive gamecontroller attach events for gamepads where
// SDL doesn't have a built-in mapping. By starting joystick first, we
// can allow mapping manager to update the mappings before GC attach
// events are generated.
SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_JOYSTICK) failed: %s",
SDL_GetError());
}
MappingManager mappingManager;
mappingManager.applyMappings();
// Flush gamepad arrival and departure events which may be queued before
// starting the gamecontroller subsystem again. This prevents us from
// receiving duplicate arrival and departure events for the same gamepad.
SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
SDL_FlushEvent(SDL_CONTROLLERDEVICEREMOVED);
// We need to reinit this each time, since you only get
// an initial set of gamepad arrival events once per init.
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
SDL_GetError());
}
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
if (SDL_InitSubSystem(SDL_INIT_HAPTIC) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_HAPTIC) failed: %s",
SDL_GetError());
}
#endif
// Initialize the gamepad mask with currently attached gamepads to avoid
// causing gamepads to unexpectedly disappear and reappear on the host
// during stream startup as we detect currently attached gamepads one at a time.
m_GamepadMask = getAttachedGamepadMask();
SDL_zero(m_GamepadState);
SDL_zero(m_LastTouchDownEvent);
SDL_zero(m_LastTouchUpEvent);
SDL_zero(m_TouchDownEvent);
SDL_zero(m_MousePositionReport);
SDL_AtomicSet(&m_MouseDeltaX, 0);
SDL_AtomicSet(&m_MouseDeltaY, 0);
SDL_AtomicSet(&m_MousePositionUpdated, 0);
Uint32 pollingInterval = QString(qgetenv("MOUSE_POLLING_INTERVAL")).toUInt();
if (pollingInterval == 0) {
pollingInterval = MOUSE_POLLING_INTERVAL;
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using custom mouse polling interval: %u ms",
pollingInterval);
}
m_MouseMoveTimer = SDL_AddTimer(pollingInterval, SdlInputHandler::mouseMoveTimerCallback, this);
}
SdlInputHandler::~SdlInputHandler()
{
for (int i = 0; i < MAX_GAMEPADS; i++) {
if (m_GamepadState[i].mouseEmulationTimer != 0) {
Session::get()->notifyMouseEmulationMode(false);
SDL_RemoveTimer(m_GamepadState[i].mouseEmulationTimer);
}
#if !SDL_VERSION_ATLEAST(2, 0, 9)
if (m_GamepadState[i].haptic != nullptr) {
SDL_HapticClose(m_GamepadState[i].haptic);
}
#endif
if (m_GamepadState[i].controller != nullptr) {
SDL_GameControllerClose(m_GamepadState[i].controller);
}
}
SDL_RemoveTimer(m_MouseMoveTimer);
SDL_RemoveTimer(m_LongPressTimer);
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
SDL_RemoveTimer(m_RightButtonReleaseTimer);
SDL_RemoveTimer(m_DragTimer);
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_QuitSubSystem(SDL_INIT_HAPTIC);
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
#endif
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
SDL_assert(!SDL_WasInit(SDL_INIT_JOYSTICK));
// Return background event handling to off
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
// Restore the ignored devices
SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, m_OldIgnoreDevices.toUtf8());
SDL_SetHint(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, m_OldIgnoreDevicesExcept.toUtf8());
#ifdef STEAM_LINK
// Hide SDL's cursor on Steam Link after quitting the stream.
// FIXME: We should also do this for other situations where SDL
// and Qt will draw their own mouse cursors like KMSDRM or RPi
// video backends.
SDL_ShowCursor(SDL_DISABLE);
#endif
}
void SdlInputHandler::setWindow(SDL_Window *window)
{
m_Window = window;
}
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();
}
void SdlInputHandler::notifyMouseLeave()
{
#ifdef Q_OS_WIN32
// SDL on Windows doesn't send the mouse button up until the mouse re-enters the window
// after leaving it. This breaks some of the Aero snap gestures, so we'll fake it here.
if (m_AbsoluteMouseMode && isCaptureActive()) {
// NB: Not using SDL_GetGlobalMouseState() because we want our state not the system's
Uint32 mouseState = SDL_GetMouseState(nullptr, nullptr);
for (Uint32 button = SDL_BUTTON_LEFT; button <= SDL_BUTTON_X2; button++) {
if (mouseState & SDL_BUTTON(button)) {
m_PendingMouseLeaveButtonUp = button;
break;
}
}
}
#endif
}
void SdlInputHandler::notifyFocusLost()
{
// Release mouse cursor when another window is activated (e.g. by using ALT+TAB).
// This lets user to interact with our window's title bar and with the buttons in it.
// Doing this while the window is full-screen breaks the transition out of FS
// (desktop and exclusive), so we must check for that before releasing mouse capture.
if (!(SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN) && !m_AbsoluteMouseMode) {
setCaptureActive(false);
}
// Raise all keys that are currently pressed. If we don't do this, certain keys
// used in shortcuts that cause focus loss (such as Alt+Tab) may get stuck down.
raiseAllKeys();
}
bool SdlInputHandler::isCaptureActive()
{
if (SDL_GetRelativeMouseMode()) {
return true;
}
// Some platforms don't support SDL_SetRelativeMouseMode
return m_FakeCaptureActive;
}
void SdlInputHandler::setCaptureActive(bool active)
{
if (active) {
// If we're in full-screen exclusive mode, grab the cursor so it can't accidentally leave our window.
if ((SDL_GetWindowFlags(m_Window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
SDL_SetWindowGrab(m_Window, SDL_TRUE);
}
if (!m_AbsoluteMouseMode) {
// If our window is occluded when mouse is captured, the mouse may
// get stuck on top of the occluding window and not be properly
// captured. We can avoid this by raising our window before we
// capture the mouse.
SDL_RaiseWindow(m_Window);
}
// If we're in relative mode, try to activate SDL's relative mouse mode
if (m_AbsoluteMouseMode || SDL_SetRelativeMouseMode(SDL_TRUE) < 0) {
// Relative mouse mode didn't work or was disabled, so we'll just hide the cursor
SDL_ShowCursor(SDL_DISABLE);
m_FakeCaptureActive = true;
}
// Synchronize the client and host cursor when activating absolute capture
if (m_AbsoluteMouseMode) {
int mouseX, mouseY;
int windowX, windowY;
// We have to use SDL_GetGlobalMouseState() because macOS may not reflect
// the new position of the mouse when outside the window.
SDL_GetGlobalMouseState(&mouseX, &mouseY);
// Convert global mouse state to window-relative
SDL_GetWindowPosition(m_Window, &windowX, &windowY);
mouseX -= windowX;
mouseY -= windowY;
if (isMouseInVideoRegion(mouseX, mouseY)) {
updateMousePositionReport(mouseX, mouseY);
}
}
}
else {
if (m_FakeCaptureActive) {
// Display the cursor again
SDL_ShowCursor(SDL_ENABLE);
m_FakeCaptureActive = false;
}
else {
SDL_SetRelativeMouseMode(SDL_FALSE);
}
// Allow the cursor to leave the bounds of our window again.
SDL_SetWindowGrab(m_Window, SDL_FALSE);
}
}
void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
{
#if SDL_VERSION_ATLEAST(2, 0, 10)
if (SDL_GetTouchDeviceType(event->touchId) != SDL_TOUCH_DEVICE_DIRECT) {
// Ignore anything that isn't a touchscreen. We may get callbacks
// for trackpads, but we want to handle those in the mouse path.
return;
}
#elif defined(Q_OS_DARWIN)
// SDL2 sends touch events from trackpads by default on
// macOS. This totally screws our actual mouse handling,
// so we must explicitly ignore touch events on macOS
// until SDL 2.0.10 where we have SDL_GetTouchDeviceType()
// to tell them apart.
return;
#endif
if (m_AbsoluteTouchMode) {
handleAbsoluteFingerEvent(event);
}
else {
handleRelativeFingerEvent(event);
}
}
@@ -5,6 +5,9 @@
#include <SDL.h>
#define SDL_CODE_HIDE_CURSOR 1
#define SDL_CODE_SHOW_CURSOR 2
struct GamepadState {
SDL_GameController* controller;
SDL_JoystickID jsId;
@@ -43,11 +46,13 @@ public:
~SdlInputHandler();
void setWindow(SDL_Window* window);
void handleKeyEvent(SDL_KeyboardEvent* event);
void handleMouseButtonEvent(SDL_MouseButtonEvent* event);
void handleMouseMotionEvent(SDL_Window* window, SDL_MouseMotionEvent* event);
void handleMouseMotionEvent(SDL_MouseMotionEvent* event);
void handleMouseWheelEvent(SDL_MouseWheelEvent* event);
@@ -61,20 +66,26 @@ public:
void rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
void handleTouchFingerEvent(SDL_Window* window, SDL_TouchFingerEvent* event);
void handleTouchFingerEvent(SDL_TouchFingerEvent* event);
int getAttachedGamepadMask();
void raiseAllKeys();
void notifyFocusGained(SDL_Window* window);
void notifyMouseLeave();
void notifyFocusLost(SDL_Window* window);
void notifyFocusLost();
bool isCaptureActive();
void setCaptureActive(bool active);
bool isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth = -1, int windowHeight = -1);
void updateMousePositionReport(int mouseX, int mouseY);
void flushMousePositionUpdate();
static
QString getUnmappedGamepads();
@@ -84,6 +95,10 @@ private:
void sendGamepadState(GamepadState* state);
void handleAbsoluteFingerEvent(SDL_TouchFingerEvent* event);
void handleRelativeFingerEvent(SDL_TouchFingerEvent* event);
static
Uint32 longPressTimerCallback(Uint32 interval, void* param);
@@ -93,15 +108,38 @@ private:
static
Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
static
Uint32 releaseLeftButtonTimerCallback(Uint32 interval, void* param);
static
Uint32 releaseRightButtonTimerCallback(Uint32 interval, void* param);
static
Uint32 dragTimerCallback(Uint32 interval, void* param);
SDL_Window* m_Window;
bool m_MultiController;
bool m_GamepadMouse;
bool m_SwapMouseButtons;
SDL_TimerID m_MouseMoveTimer;
SDL_atomic_t m_MouseDeltaX;
SDL_atomic_t m_MouseDeltaY;
SDL_SpinLock m_MousePositionLock;
struct {
int x, y;
int windowWidth, windowHeight;
} m_MousePositionReport;
SDL_atomic_t m_MousePositionUpdated;
bool m_MouseWasInVideoRegion;
bool m_PendingMouseButtonsAllUpOnVideoRegionLeave;
int m_GamepadMask;
GamepadState m_GamepadState[MAX_GAMEPADS];
QSet<short> m_KeysDown;
bool m_FakeCaptureActive;
QString m_OldIgnoreDevices;
QString m_OldIgnoreDevicesExcept;
SDL_TouchFingerEvent m_LastTouchDownEvent;
SDL_TouchFingerEvent m_LastTouchUpEvent;
@@ -109,6 +147,15 @@ private:
int m_StreamWidth;
int m_StreamHeight;
bool m_AbsoluteMouseMode;
bool m_AbsoluteTouchMode;
Uint32 m_PendingMouseLeaveButtonUp;
SDL_TouchFingerEvent m_TouchDownEvent[MAX_FINGERS];
SDL_TimerID m_LeftButtonReleaseTimer;
SDL_TimerID m_RightButtonReleaseTimer;
SDL_TimerID m_DragTimer;
char m_DragButton;
int m_NumFingersDown;
static const int k_ButtonMap[];
};
+420
View File
@@ -0,0 +1,420 @@
#include "streaming/session.h"
#include <Limelight.h>
#include <SDL.h>
#include <QGuiApplication>
// Until we can fully capture these on all platforms (without conflicting with
// OS-provided shortcuts), we should avoid passing them through to the host.
//#define ENABLE_META
#define VK_0 0x30
#define VK_A 0x41
// These are real Windows VK_* codes
#ifndef VK_F1
#define VK_F1 0x70
#define VK_F13 0x7C
#define VK_NUMPAD0 0x60
#endif
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
{
short keyCode;
char modifiers;
// Check for our special key combos
if ((event->state == SDL_PRESSED) &&
(event->keysym.mod & KMOD_CTRL) &&
(event->keysym.mod & KMOD_ALT) &&
(event->keysym.mod & KMOD_SHIFT)) {
// First we test the SDLK combos for matches,
// that way we ensure that latin keyboard users
// can match to the key they see on their keyboards.
// If nothing matches that, we'll then go on to
// checking scancodes so non-latin keyboard users
// can have working hotkeys (though possibly in
// odd positions). We must do all SDLK tests before
// any scancode tests to avoid issues in cases
// where the SDLK for one shortcut collides with
// the scancode of another.
// Check for quit combo (Ctrl+Alt+Shift+Q)
if (event->keysym.sym == SDLK_q) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo (SDLK)");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
return;
}
// Check for the unbind combo (Ctrl+Alt+Shift+Z) unless on EGLFS which has no window manager
else if (event->keysym.sym == SDLK_z && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo (SDLK)");
// Stop handling future input
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
return;
}
// Check for the mouse mode combo (Ctrl+Alt+Shift+M) unless on EGLFS which has no window manager
else if (event->keysym.sym == SDLK_m && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse mode toggle combo (SDLK)");
// Uncapture input
setCaptureActive(false);
// Toggle mouse mode
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
// Recapture input
setCaptureActive(true);
return;
}
else if (event->keysym.sym == SDLK_x && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo (SDLK)");
Session::s_ActiveSession->toggleFullscreen();
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for overlay combo (Ctrl+Alt+Shift+S)
else if (event->keysym.sym == SDLK_s) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo (SDLK)");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for quit combo (Ctrl+Alt+Shift+Q)
else if (event->keysym.scancode == SDL_SCANCODE_Q) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected quit key combo (scancode)");
// Push a quit event to the main loop
SDL_Event event;
event.type = SDL_QUIT;
event.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&event);
return;
}
// Check for the unbind combo (Ctrl+Alt+Shift+Z)
else if (event->keysym.scancode == SDL_SCANCODE_Z && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse capture toggle combo (scancode)");
// Stop handling future input
setCaptureActive(!isCaptureActive());
// Force raise all keys to ensure they aren't stuck,
// since we won't get their key up events.
raiseAllKeys();
return;
}
// Check for the full-screen combo (Ctrl+Alt+Shift+X) unless on EGLFS which has no window manager
else if (event->keysym.scancode == SDL_SCANCODE_X && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected full-screen toggle combo (scancode)");
Session::s_ActiveSession->toggleFullscreen();
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
// Check for the mouse mode toggle combo (Ctrl+Alt+Shift+M) unless on EGLFS which has no window manager
else if (event->keysym.scancode == SDL_SCANCODE_M && QGuiApplication::platformName() != "eglfs") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected mouse mode toggle combo (scancode)");
// Uncapture input
setCaptureActive(false);
// Toggle mouse mode
m_AbsoluteMouseMode = !m_AbsoluteMouseMode;
// Recapture input
setCaptureActive(true);
return;
}
else if (event->keysym.scancode == SDL_SCANCODE_S) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Detected stats toggle combo (scancode)");
// Toggle the stats overlay
Session::get()->getOverlayManager().setOverlayState(Overlay::OverlayDebug,
!Session::get()->getOverlayManager().isOverlayEnabled(Overlay::OverlayDebug));
// Force raise all keys just be safe across this full-screen/windowed
// transition just in case key events get lost.
raiseAllKeys();
return;
}
}
if (event->repeat) {
// Ignore repeat key down events
SDL_assert(event->state == SDL_PRESSED);
return;
}
// Set modifier flags
modifiers = 0;
if (event->keysym.mod & KMOD_CTRL) {
modifiers |= MODIFIER_CTRL;
}
if (event->keysym.mod & KMOD_ALT) {
modifiers |= MODIFIER_ALT;
}
if (event->keysym.mod & KMOD_SHIFT) {
modifiers |= MODIFIER_SHIFT;
}
#ifdef ENABLE_META
if (event->keysym.mod & KMOD_GUI) {
modifiers |= MODIFIER_META;
}
#endif
// Set keycode. We explicitly use scancode here because GFE will try to correct
// for AZERTY layouts on the host but it depends on receiving VK_ values matching
// a QWERTY layout to work.
if (event->keysym.scancode >= SDL_SCANCODE_1 && event->keysym.scancode <= SDL_SCANCODE_9) {
// SDL defines SDL_SCANCODE_0 > SDL_SCANCODE_9, so we need to handle that manually
keyCode = (event->keysym.scancode - SDL_SCANCODE_1) + VK_0 + 1;
}
else if (event->keysym.scancode >= SDL_SCANCODE_A && event->keysym.scancode <= SDL_SCANCODE_Z) {
keyCode = (event->keysym.scancode - SDL_SCANCODE_A) + VK_A;
}
else if (event->keysym.scancode >= SDL_SCANCODE_F1 && event->keysym.scancode <= SDL_SCANCODE_F12) {
keyCode = (event->keysym.scancode - SDL_SCANCODE_F1) + VK_F1;
}
else if (event->keysym.scancode >= SDL_SCANCODE_F13 && event->keysym.scancode <= SDL_SCANCODE_F24) {
keyCode = (event->keysym.scancode - SDL_SCANCODE_F13) + VK_F13;
}
else if (event->keysym.scancode >= SDL_SCANCODE_KP_1 && event->keysym.scancode <= SDL_SCANCODE_KP_9) {
// SDL defines SDL_SCANCODE_KP_0 > SDL_SCANCODE_KP_9, so we need to handle that manually
keyCode = (event->keysym.scancode - SDL_SCANCODE_KP_1) + VK_NUMPAD0 + 1;
}
else {
switch (event->keysym.scancode) {
case SDL_SCANCODE_BACKSPACE:
keyCode = 0x08;
break;
case SDL_SCANCODE_TAB:
keyCode = 0x09;
break;
case SDL_SCANCODE_CLEAR:
keyCode = 0x0C;
break;
case SDL_SCANCODE_KP_ENTER: // FIXME: Is this correct?
case SDL_SCANCODE_RETURN:
keyCode = 0x0D;
break;
case SDL_SCANCODE_PAUSE:
keyCode = 0x13;
break;
case SDL_SCANCODE_CAPSLOCK:
keyCode = 0x14;
break;
case SDL_SCANCODE_ESCAPE:
keyCode = 0x1B;
break;
case SDL_SCANCODE_SPACE:
keyCode = 0x20;
break;
case SDL_SCANCODE_PAGEUP:
keyCode = 0x21;
break;
case SDL_SCANCODE_PAGEDOWN:
keyCode = 0x22;
break;
case SDL_SCANCODE_END:
keyCode = 0x23;
break;
case SDL_SCANCODE_HOME:
keyCode = 0x24;
break;
case SDL_SCANCODE_LEFT:
keyCode = 0x25;
break;
case SDL_SCANCODE_UP:
keyCode = 0x26;
break;
case SDL_SCANCODE_RIGHT:
keyCode = 0x27;
break;
case SDL_SCANCODE_DOWN:
keyCode = 0x28;
break;
case SDL_SCANCODE_SELECT:
keyCode = 0x29;
break;
case SDL_SCANCODE_EXECUTE:
keyCode = 0x2B;
break;
case SDL_SCANCODE_PRINTSCREEN:
keyCode = 0x2C;
break;
case SDL_SCANCODE_INSERT:
keyCode = 0x2D;
break;
case SDL_SCANCODE_DELETE:
keyCode = 0x2E;
break;
case SDL_SCANCODE_HELP:
keyCode = 0x2F;
break;
case SDL_SCANCODE_KP_0:
// See comment above about why we only handle SDL_SCANCODE_KP_0 here
keyCode = VK_NUMPAD0;
break;
case SDL_SCANCODE_0:
// See comment above about why we only handle SDL_SCANCODE_0 here
keyCode = VK_0;
break;
case SDL_SCANCODE_KP_MULTIPLY:
keyCode = 0x6A;
break;
case SDL_SCANCODE_KP_PLUS:
keyCode = 0x6B;
break;
case SDL_SCANCODE_KP_COMMA:
keyCode = 0x6C;
break;
case SDL_SCANCODE_KP_MINUS:
keyCode = 0x6D;
break;
case SDL_SCANCODE_KP_PERIOD:
keyCode = 0x6E;
break;
case SDL_SCANCODE_KP_DIVIDE:
keyCode = 0x6F;
break;
case SDL_SCANCODE_NUMLOCKCLEAR:
keyCode = 0x90;
break;
case SDL_SCANCODE_SCROLLLOCK:
keyCode = 0x91;
break;
case SDL_SCANCODE_LSHIFT:
keyCode = 0xA0;
break;
case SDL_SCANCODE_RSHIFT:
keyCode = 0xA1;
break;
case SDL_SCANCODE_LCTRL:
keyCode = 0xA2;
break;
case SDL_SCANCODE_RCTRL:
keyCode = 0xA3;
break;
case SDL_SCANCODE_LALT:
keyCode = 0xA4;
break;
case SDL_SCANCODE_RALT:
keyCode = 0xA5;
break;
#ifdef ENABLE_META
case SDL_SCANCODE_LGUI:
keyCode = 0x5B;
break;
case SDL_SCANCODE_RGUI:
keyCode = 0x5C;
break;
#endif
case SDL_SCANCODE_AC_BACK:
keyCode = 0xA6;
break;
case SDL_SCANCODE_AC_FORWARD:
keyCode = 0xA7;
break;
case SDL_SCANCODE_AC_REFRESH:
keyCode = 0xA8;
break;
case SDL_SCANCODE_AC_STOP:
keyCode = 0xA9;
break;
case SDL_SCANCODE_AC_SEARCH:
keyCode = 0xAA;
break;
case SDL_SCANCODE_AC_BOOKMARKS:
keyCode = 0xAB;
break;
case SDL_SCANCODE_AC_HOME:
keyCode = 0xAC;
break;
case SDL_SCANCODE_SEMICOLON:
keyCode = 0xBA;
break;
case SDL_SCANCODE_EQUALS:
keyCode = 0xBB;
break;
case SDL_SCANCODE_COMMA:
keyCode = 0xBC;
break;
case SDL_SCANCODE_MINUS:
keyCode = 0xBD;
break;
case SDL_SCANCODE_PERIOD:
keyCode = 0xBE;
break;
case SDL_SCANCODE_SLASH:
keyCode = 0xBF;
break;
case SDL_SCANCODE_GRAVE:
keyCode = 0xC0;
break;
case SDL_SCANCODE_LEFTBRACKET:
keyCode = 0xDB;
break;
case SDL_SCANCODE_BACKSLASH:
keyCode = 0xDC;
break;
case SDL_SCANCODE_RIGHTBRACKET:
keyCode = 0xDD;
break;
case SDL_SCANCODE_APOSTROPHE:
keyCode = 0xDE;
break;
case SDL_SCANCODE_NONUSBACKSLASH:
keyCode = 0xE2;
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled button event: %d",
event->keysym.scancode);
return;
}
}
// Track the key state so we always know which keys are down
if (event->state == SDL_PRESSED) {
m_KeysDown.insert(keyCode);
}
else {
m_KeysDown.remove(keyCode);
}
LiSendKeyboardEvent(keyCode,
event->state == SDL_PRESSED ?
KEY_ACTION_DOWN : KEY_ACTION_UP,
modifiers);
}
+277
View File
@@ -0,0 +1,277 @@
#include "input.h"
#include <Limelight.h>
#include <SDL.h>
#include "streaming/streamutils.h"
void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
{
int button;
if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
else if (!isCaptureActive()) {
if (event->button == SDL_BUTTON_LEFT && event->state == SDL_RELEASED &&
isMouseInVideoRegion(event->x, event->y)) {
// Capture the mouse again if clicked when unbound.
// We start capture on left button released instead of
// pressed to avoid sending an errant mouse button released
// event to the host when clicking into our window (since
// the pressed event was consumed by this code).
setCaptureActive(true);
}
// Not capturing
return;
}
else if (m_AbsoluteMouseMode && !isMouseInVideoRegion(event->x, event->y) && event->state == SDL_PRESSED) {
// Ignore button presses outside the video region, but allow button releases
return;
}
switch (event->button)
{
case SDL_BUTTON_LEFT:
button = BUTTON_LEFT;
break;
case SDL_BUTTON_MIDDLE:
button = BUTTON_MIDDLE;
break;
case SDL_BUTTON_RIGHT:
button = BUTTON_RIGHT;
break;
case SDL_BUTTON_X1:
button = BUTTON_X1;
break;
case SDL_BUTTON_X2:
button = BUTTON_X2;
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled button event: %d",
event->button);
return;
}
if (m_SwapMouseButtons) {
if (button == BUTTON_RIGHT)
button = BUTTON_LEFT;
else if (button == BUTTON_LEFT)
button = BUTTON_RIGHT;
}
// Ensure any pending mouse position update has been sent before we send
// our button event. This ensures that the cursor is in the correct location
// when the button event is issued.
//
// On platforms like macOS, the mouse doesn't track when the window isn't
// focused. When we gain focus via mouse click, we immediately get a mouse
// move event and a mouse button event. If we don't flush here, the button
// will probably arrive before the mouse timer issues the position update.
flushMousePositionUpdate();
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
BUTTON_ACTION_PRESS :
BUTTON_ACTION_RELEASE,
button);
}
void SdlInputHandler::updateMousePositionReport(int mouseX, int mouseY)
{
int windowWidth, windowHeight;
// Call SDL_GetWindowSize() before entering the spinlock
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
SDL_AtomicLock(&m_MousePositionLock);
m_MousePositionReport.x = mouseX;
m_MousePositionReport.y = mouseY;
m_MousePositionReport.windowWidth = windowWidth;
m_MousePositionReport.windowHeight = windowHeight;
SDL_AtomicUnlock(&m_MousePositionLock);
SDL_AtomicSet(&m_MousePositionUpdated, 1);
}
void SdlInputHandler::flushMousePositionUpdate()
{
bool hasNewPosition = SDL_AtomicSet(&m_MousePositionUpdated, 0) != 0;
if (hasNewPosition) {
// If the lock is held now, the main thread is trying to update
// the mouse position. We'll pick up the new position next time.
if (SDL_AtomicTryLock(&m_MousePositionLock)) {
SDL_Rect src, dst;
bool mouseInVideoRegion;
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = m_MousePositionReport.windowWidth;
dst.h = m_MousePositionReport.windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
mouseInVideoRegion = isMouseInVideoRegion(m_MousePositionReport.x,
m_MousePositionReport.y,
m_MousePositionReport.windowWidth,
m_MousePositionReport.windowHeight);
// Clamp motion to the video region
short x = qMin(qMax(m_MousePositionReport.x - dst.x, 0), dst.w);
short y = qMin(qMax(m_MousePositionReport.y - dst.y, 0), dst.h);
// Release the spinlock to unblock the main thread
SDL_AtomicUnlock(&m_MousePositionLock);
// Send the mouse position update if one of the following is true:
// a) it is in the video region now
// b) it just left the video region (to ensure the mouse is clamped to the video boundary)
// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
if (buttonState == 0) {
m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
}
if (mouseInVideoRegion || m_MouseWasInVideoRegion || m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
LiSendMousePositionEvent(x, y, dst.w, dst.h);
}
// Adjust the cursor visibility if applicable
if (mouseInVideoRegion ^ m_MouseWasInVideoRegion) {
// We must push an event for the main thread to process, because it's not safe
// to directly can SDL_ShowCursor() on the arbitrary thread on which this timer
// executes.
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = mouseInVideoRegion ? SDL_CODE_HIDE_CURSOR : SDL_CODE_SHOW_CURSOR;
SDL_PushEvent(&event);
if (!mouseInVideoRegion && buttonState != 0) {
// If we still have a button pressed on leave, wait for that to come up
// before we stop sending mouse position events.
m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
}
}
m_MouseWasInVideoRegion = mouseInVideoRegion;
}
}
}
void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
{
if (!isCaptureActive()) {
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
// Batch until the next mouse polling window or we'll get awful
// input lag everything except GFE 3.14 and 3.15.
if (m_AbsoluteMouseMode) {
updateMousePositionReport(event->x, event->y);
}
else {
SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
}
}
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
{
if (!isCaptureActive()) {
// Not capturing
return;
}
else if (event->which == SDL_TOUCH_MOUSEID) {
// Ignore synthetic mouse events
return;
}
if (m_AbsoluteMouseMode) {
int mouseX, mouseY;
SDL_GetMouseState(&mouseX, &mouseY);
if (!isMouseInVideoRegion(mouseX, mouseY)) {
// Ignore scroll events outside the video region
return;
}
}
if (event->y != 0) {
LiSendScrollEvent((signed char)event->y);
}
}
bool SdlInputHandler::isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth, int windowHeight)
{
SDL_Rect src, dst;
if (windowWidth < 0 || windowHeight < 0) {
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
}
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = windowWidth;
dst.h = windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
return (mouseX >= dst.x && mouseX <= dst.x + dst.w) &&
(mouseY >= dst.y && mouseY <= dst.y + dst.h);
}
Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
{
auto me = reinterpret_cast<SdlInputHandler*>(param);
short deltaX = (short)SDL_AtomicSet(&me->m_MouseDeltaX, 0);
short deltaY = (short)SDL_AtomicSet(&me->m_MouseDeltaY, 0);
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent(deltaX, deltaY);
}
// Send mouse position updates if applicable
me->flushMousePositionUpdate();
#ifdef Q_OS_WIN32
// See comment in SdlInputHandler::notifyMouseLeave()
if (me->m_AbsoluteMouseMode && me->m_PendingMouseLeaveButtonUp != 0 && me->isCaptureActive()) {
int mouseX, mouseY;
int windowX, windowY;
Uint32 mouseState = SDL_GetGlobalMouseState(&mouseX, &mouseY);
SDL_GetWindowPosition(me->m_Window, &windowX, &windowY);
// If the button is now up, send the synthetic mouse up event
if ((mouseState & SDL_BUTTON(me->m_PendingMouseLeaveButtonUp)) == 0) {
SDL_Event event;
event.button.type = SDL_MOUSEBUTTONUP;
event.button.timestamp = SDL_GetTicks();
event.button.windowID = SDL_GetWindowID(me->m_Window);
event.button.which = 0;
event.button.button = me->m_PendingMouseLeaveButtonUp;
event.button.state = SDL_RELEASED;
event.button.clicks = 1;
event.button.x = mouseX - windowX;
event.button.y = mouseY - windowY;
SDL_PushEvent(&event);
me->m_PendingMouseLeaveButtonUp = 0;
}
}
#endif
return interval;
}
+175
View File
@@ -0,0 +1,175 @@
#include "input.h"
#include <Limelight.h>
#include <SDL.h>
#include <QtMath>
// How long the mouse button will be pressed for a tap to click gesture
#define TAP_BUTTON_RELEASE_DELAY 100
// How long the fingers must be stationary to start a drag
#define DRAG_ACTIVATION_DELAY 650
// How far the finger can move before it cancels a drag or tap
#define DEAD_ZONE_DELTA 0.01f
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::handleRelativeFingerEvent(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) {
// If it's outside the deadzone delta, cancel drags and taps
if (qSqrt(qPow(event->x - m_TouchDownEvent[fingerIndex].x, 2) +
qPow(event->y - m_TouchDownEvent[fingerIndex].y, 2)) > 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;
}
else if (event->type == SDL_FINGERUP) {
m_TouchDownEvent[fingerIndex] = {};
}
}
+208 -114
View File
@@ -33,6 +33,16 @@
#include <QGuiApplication>
#include <QCursor>
#define CONN_TEST_SERVER "qt.conntest.moonlight-stream.org"
// Running the connection process asynchronously seems to reliably
// cause a crash in QSGRenderThread on Wayland and strange crashes
// elsewhere. Until these are figured out, avoid the async connect
// thread on Linux and BSDs.
#if !defined(Q_OS_UNIX) || defined(Q_OS_DARWIN)
#define USE_ASYNC_CONNECT_THREAD 1
#endif
CONNECTION_LISTENER_CALLBACKS Session::k_ConnCallbacks = {
Session::clStageStarting,
nullptr,
@@ -53,24 +63,49 @@ void Session::clStageStarting(int stage)
// which happens to be the main thread, so it's cool to interact
// with the GUI in these callbacks.
emit s_ActiveSession->stageStarting(QString::fromLocal8Bit(LiGetStageName(stage)));
#ifndef USE_ASYNC_CONNECT_THREAD
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
#endif
}
void Session::clStageFailed(int stage, int errorCode)
{
// We know this is called on the same thread as LiStartConnection()
// which happens to be the main thread, so it's cool to interact
// with the GUI in these callbacks.
// Perform the port test now, while we're on the async connection thread and not blocking the UI.
s_ActiveSession->m_PortTestResults = LiTestClientConnectivity(CONN_TEST_SERVER, 443, LiGetPortFlagsFromStage(stage));
emit s_ActiveSession->stageFailed(QString::fromLocal8Bit(LiGetStageName(stage)), errorCode);
#ifndef USE_ASYNC_CONNECT_THREAD
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
#endif
}
void Session::clConnectionTerminated(int errorCode)
{
s_ActiveSession->m_PortTestResults = LiTestClientConnectivity(CONN_TEST_SERVER, 443, LiGetPortFlagsFromTerminationErrorCode(errorCode));
// Display the termination dialog if this was not intended
if (errorCode != 0) {
switch (errorCode) {
case ML_ERROR_GRACEFUL_TERMINATION:
break;
case ML_ERROR_NO_VIDEO_TRAFFIC:
s_ActiveSession->m_UnexpectedTermination = true;
emit s_ActiveSession->displayLaunchError("No video received from host. Check the host PC's firewall and port forwarding rules.");
break;
case ML_ERROR_NO_VIDEO_FRAME:
s_ActiveSession->m_UnexpectedTermination = true;
emit s_ActiveSession->displayLaunchError("Your network connection isn't performing well. Reduce your video bitrate setting or try a faster connection.");
break;
default:
s_ActiveSession->m_UnexpectedTermination = true;
emit s_ActiveSession->displayLaunchError("Connection terminated");
break;
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@@ -326,6 +361,8 @@ Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *prefere
m_InputHandler(nullptr),
m_InputHandlerLock(0),
m_MouseEmulationRefCount(0),
m_AsyncConnectionSuccess(false),
m_PortTestResults(0),
m_OpusDecoder(nullptr),
m_AudioRenderer(nullptr),
m_AudioSampleCount(0),
@@ -353,13 +390,21 @@ bool Session::initialize()
}
// Create a hidden window to use for decoder initialization tests
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720, SDL_WINDOW_HIDDEN);
SDL_Window* testWindow = SDL_CreateWindow("", 0, 0, 1280, 720,
SDL_WINDOW_HIDDEN | StreamUtils::getPlatformWindowFlags());
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create test window with platform flags: %s",
SDL_GetError());
testWindow = SDL_CreateWindow("", 0, 0, 1280, 720, SDL_WINDOW_HIDDEN);
if (!testWindow) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create window for hardware decode test: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return false;
}
}
qInfo() << "Server GPU:" << m_Computer->gpuModel;
@@ -510,6 +555,7 @@ void Session::emitLaunchWarning(QString text)
// Pump the UI loop while we wait
SDL_Delay(5);
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
}
@@ -696,7 +742,7 @@ private:
emit m_Session->quitStarting();
}
else {
emit m_Session->sessionFinished();
emit m_Session->sessionFinished(m_Session->m_PortTestResults);
}
// Finish cleanup of the connection state
@@ -714,7 +760,7 @@ private:
}
// Session is finished now
emit m_Session->sessionFinished();
emit m_Session->sessionFinished(m_Session->m_PortTestResults);
}
}
@@ -867,8 +913,8 @@ void Session::toggleFullscreen()
bool fullScreen = !(SDL_GetWindowFlags(m_Window) & m_FullScreenFlag);
if (fullScreen) {
if (m_FullScreenFlag == SDL_WINDOW_FULLSCREEN) {
// Confine the cursor to the window
if (m_FullScreenFlag == SDL_WINDOW_FULLSCREEN && m_InputHandler->isCaptureActive()) {
// Confine the cursor to the window if we're capturing input
SDL_SetWindowGrab(m_Window, SDL_TRUE);
}
@@ -903,39 +949,37 @@ void Session::notifyMouseEmulationMode(bool enabled)
}
}
void Session::exec(int displayOriginX, int displayOriginY)
class AsyncConnectionStartThread : public QThread
{
m_DisplayOriginX = displayOriginX;
m_DisplayOriginY = displayOriginY;
public:
AsyncConnectionStartThread(Session* session) :
QThread(nullptr),
m_Session(session) {}
// Complete initialization in this deferred context to avoid
// calling expensive functions in the constructor (during the
// process of loading the StreamSegue).
if (!initialize()) {
emit sessionFinished();
return;
void run() override
{
m_Session->m_AsyncConnectionSuccess = m_Session->startConnectionAsync();
}
Session* m_Session;
};
// Called in a non-main thread
bool Session::startConnectionAsync()
{
// Wait 1.5 seconds before connecting to let the user
// have time to read any messages present on the segue
#ifdef USE_ASYNC_CONNECT_THREAD
SDL_Delay(1500);
#else
uint32_t start = SDL_GetTicks();
while (!SDL_TICKS_PASSED(SDL_GetTicks(), start + 1500)) {
// Pump the UI loop while we wait
// Pump the UI loop while we wait since we're not async
SDL_Delay(5);
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
// Wait for any old session to finish cleanup
s_ActiveSessionSemaphore.acquire();
// We're now active
s_ActiveSession = this;
// Initialize the gamepad code with our preferences
StreamingPreferences prefs;
m_InputHandler = new SdlInputHandler(prefs, m_Computer,
m_StreamConfig.width,
m_StreamConfig.height);
#endif
// The UI should have ensured the old game was already quit
// if we decide to stream a different game.
@@ -952,23 +996,11 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Found host supported resolution: %dx%d",
mode.width, mode.height);
enableGameOptimizations = prefs.gameOptimizations;
enableGameOptimizations = m_Preferences->gameOptimizations;
break;
}
}
if (prefs.fps > 60) {
// Using SOPS with FPS values over 60 causes GFE to fall back
// to 720p60. On previous GFE versions, we could avoid this by
// forcing the FPS value to 60 when launching the stream, but
// now on GFE 3.20.3 that seems to trigger some sort of
// frame rate limiter that locks the game to 60 FPS.
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Disabling SOPS for %d FPS stream",
prefs.fps);
enableGameOptimizations = false;
}
try {
NvHTTP http(m_Computer->activeAddress, m_Computer->serverCert);
if (m_Computer->currentGameId != 0) {
@@ -977,23 +1009,15 @@ void Session::exec(int displayOriginX, int displayOriginY)
else {
http.launchApp(m_App.id, &m_StreamConfig,
enableGameOptimizations,
prefs.playAudioOnHost,
m_Preferences->playAudioOnHost,
m_InputHandler->getAttachedGamepadMask());
}
} catch (const GfeHttpResponseException& e) {
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
emit displayLaunchError("GeForce Experience returned error: " + e.toQString());
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
return false;
} catch (const QtNetworkReplyException& e) {
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
emit displayLaunchError(e.toQString());
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
return false;
}
QByteArray hostnameStr = m_Computer->activeAddress.toLatin1();
@@ -1043,6 +1067,60 @@ void Session::exec(int displayOriginX, int displayOriginY)
if (err != 0) {
// We already displayed an error dialog in the stage failure
// listener.
return false;
}
emit connectionStarted();
return true;
}
void Session::exec(int displayOriginX, int displayOriginY)
{
m_DisplayOriginX = displayOriginX;
m_DisplayOriginY = displayOriginY;
// Complete initialization in this deferred context to avoid
// calling expensive functions in the constructor (during the
// process of loading the StreamSegue).
//
// NB: This initializes the SDL video subsystem, so it must be
// called on the main thread.
if (!initialize()) {
emit sessionFinished(0);
return;
}
// Wait for any old session to finish cleanup
s_ActiveSessionSemaphore.acquire();
// We're now active
s_ActiveSession = this;
// Initialize the gamepad code with our preferences
// NB: m_InputHandler must be initialize before starting the connection.
m_InputHandler = new SdlInputHandler(*m_Preferences, m_Computer,
m_StreamConfig.width,
m_StreamConfig.height);
// Kick off the async connection thread while we sit here and pump the event loop
AsyncConnectionStartThread asyncConnThread(this);
#ifdef USE_ASYNC_CONNECT_THREAD
asyncConnThread.start();
while (!asyncConnThread.wait(10)) {
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
}
#else
asyncConnThread.run();
#endif
// Pump the event loop one last time to ensure we pick up any events from
// the thread that happened while it was in the final successful QThread::wait().
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
QCoreApplication::sendPostedEvents();
// If the connection failed, clean up and abort the connection.
if (!m_AsyncConnectionSuccess) {
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
@@ -1050,10 +1128,6 @@ void Session::exec(int displayOriginX, int displayOriginY)
return;
}
// Pump the message loop to update the UI
emit connectionStarted();
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
int x, y, width, height;
getWindowDimensions(x, y, width, height);
@@ -1069,18 +1143,33 @@ void Session::exec(int displayOriginX, int displayOriginY)
y,
width,
height,
SDL_WINDOW_ALLOW_HIGHDPI);
SDL_WINDOW_ALLOW_HIGHDPI | StreamUtils::getPlatformWindowFlags());
if (!m_Window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateWindow() failed: %s",
SDL_GetError());
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateWindow() failed with platform flags: %s",
SDL_GetError());
m_Window = SDL_CreateWindow("Moonlight",
x,
y,
width,
height,
SDL_WINDOW_ALLOW_HIGHDPI);
if (!m_Window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateWindow() failed: %s",
SDL_GetError());
delete m_InputHandler;
m_InputHandler = nullptr;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
QThreadPool::globalInstance()->start(new DeferredSessionCleanupTask(this));
return;
}
}
m_InputHandler->setWindow(m_Window);
QSvgRenderer svgIconRenderer(QString(":/res/moonlight.svg"));
QImage svgImage(ICON_SIZE, ICON_SIZE, QImage::Format_RGBA8888);
svgImage.fill(0);
@@ -1118,11 +1207,6 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_SetWindowResizable(m_Window, SDL_TRUE);
}
else {
if (m_FullScreenFlag == SDL_WINDOW_FULLSCREEN) {
// Confine the cursor to the window
SDL_SetWindowGrab(m_Window, SDL_TRUE);
}
// Update the window display mode based on our current monitor
updateOptimalWindowDisplayMode();
@@ -1131,33 +1215,19 @@ void Session::exec(int displayOriginX, int displayOriginY)
}
bool needsFirstEnterCapture = false;
bool needsPostDecoderCreationCapture = false;
// Capture the mouse in relative mode by default on release builds only.
// This prevents the mouse from becoming trapped inside Moonlight when
// it's halted at a debug break.
#ifdef QT_DEBUG
if (prefs.absoluteMouseMode)
#endif
{
// HACK: For Wayland, we wait until we get the first SDL_WINDOWEVENT_ENTER
// event where it seems to work consistently on GNOME. This doesn't work for
// XWayland though.
if (strcmp(SDL_GetCurrentVideoDriver(), "wayland") != 0) {
// We know we aren't running on native Wayland now, but
// we still may be running on XWayland.
if (!WMUtils::isRunningWayland()) {
// Neither Wayland or XWayland: capture now
m_InputHandler->setCaptureActive(true);
}
else {
// XWayland: mouse capture doesn't work reliably, so let the user
// engage the mouse capture via clicking or using the hotkey.
}
}
else {
// Native Wayland: Capture on SDL_WINDOWEVENT_ENTER
needsFirstEnterCapture = true;
}
// HACK: For Wayland, we wait until we get the first SDL_WINDOWEVENT_ENTER
// event where it seems to work consistently on GNOME. For other platforms,
// especially where SDL may call SDL_RecreateWindow(), we must only capture
// after the decoder is created.
if (strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) {
// Native Wayland: Capture on SDL_WINDOWEVENT_ENTER
needsFirstEnterCapture = true;
}
else {
// X11/XWayland: Capture after decoder creation
needsPostDecoderCreationCapture = true;
}
// Stop text input. SDL enables it by default
@@ -1186,7 +1256,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
m_UnexpectedTermination = false;
// Start rich presence to indicate we're in game
RichPresenceManager presence(prefs, m_App.name);
RichPresenceManager presence(*m_Preferences, m_App.name);
// Hijack this thread to be the SDL main thread. We have to do this
// because we want to suspend all Qt processing until the stream is over.
@@ -1214,16 +1284,27 @@ void Session::exec(int displayOriginX, int displayOriginY)
goto DispatchDeferredCleanup;
case SDL_USEREVENT:
SDL_assert(event.user.code == SDL_CODE_FRAME_READY);
m_VideoDecoder->renderFrameOnMainThread();
switch (event.user.code) {
case SDL_CODE_FRAME_READY:
m_VideoDecoder->renderFrameOnMainThread();
break;
case SDL_CODE_HIDE_CURSOR:
SDL_ShowCursor(SDL_DISABLE);
break;
case SDL_CODE_SHOW_CURSOR:
SDL_ShowCursor(SDL_ENABLE);
break;
default:
SDL_assert(false);
}
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_FOCUS_GAINED) {
m_InputHandler->notifyFocusGained(m_Window);
if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) {
m_InputHandler->notifyFocusLost();
}
else if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) {
m_InputHandler->notifyFocusLost(m_Window);
else if (event.window.event == SDL_WINDOWEVENT_LEAVE) {
m_InputHandler->notifyMouseLeave();
}
// Capture the mouse on SDL_WINDOWEVENT_ENTER if needed
@@ -1258,6 +1339,12 @@ void Session::exec(int displayOriginX, int displayOriginY)
SDL_SetWindowPosition(m_Window, x, y);
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Recreating renderer for window event: %d (%d %d)",
event.window.event,
event.window.data1,
event.window.data2);
// Fall through
case SDL_RENDER_DEVICE_RESET:
case SDL_RENDER_TARGETS_RESET:
@@ -1310,6 +1397,14 @@ void Session::exec(int displayOriginX, int displayOriginY)
emit displayLaunchError("Unable to initialize video decoder. Please check your streaming settings and try again.");
goto DispatchDeferredCleanup;
}
// As of SDL 2.0.12, SDL_RecreateWindow() doesn't carry over mouse capture
// or mouse hiding state to the new window. By capturing after the decoder
// is set up, this ensures the window re-creation is already done.
if (needsPostDecoderCreationCapture) {
m_InputHandler->setCaptureActive(true);
needsFirstEnterCapture = false;
}
}
// Request an IDR frame to complete the reset
@@ -1327,7 +1422,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
m_InputHandler->handleMouseButtonEvent(&event.button);
break;
case SDL_MOUSEMOTION:
m_InputHandler->handleMouseMotionEvent(m_Window, &event.motion);
m_InputHandler->handleMouseMotionEvent(&event.motion);
break;
case SDL_MOUSEWHEEL:
m_InputHandler->handleMouseWheelEvent(&event.wheel);
@@ -1349,7 +1444,7 @@ void Session::exec(int displayOriginX, int displayOriginY)
case SDL_FINGERDOWN:
case SDL_FINGERMOTION:
case SDL_FINGERUP:
m_InputHandler->handleTouchFingerEvent(m_Window, &event.tfinger);
m_InputHandler->handleTouchFingerEvent(&event.tfinger);
break;
}
}
@@ -1358,7 +1453,6 @@ DispatchDeferredCleanup:
// Uncapture the mouse and hide the window immediately,
// so we can return to the Qt GUI ASAP.
m_InputHandler->setCaptureActive(false);
SDL_SetWindowGrab(m_Window, SDL_FALSE);
SDL_EnableScreenSaver();
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0");
if (QGuiApplication::platformName() == "eglfs") {
+8 -2
View File
@@ -5,7 +5,7 @@
#include <Limelight.h>
#include <opus_multistream.h>
#include "settings/streamingpreferences.h"
#include "input.h"
#include "input/input.h"
#include "video/decoder.h"
#include "audio/renderers/renderer.h"
#include "video/overlaymanager.h"
@@ -16,6 +16,7 @@ class Session : public QObject
friend class SdlInputHandler;
friend class DeferredSessionCleanupTask;
friend class AsyncConnectionStartThread;
public:
explicit Session(NvComputer* computer, NvApp& app, StreamingPreferences *preferences = nullptr);
@@ -51,11 +52,13 @@ signals:
void quitStarting();
void sessionFinished();
void sessionFinished(int portTestResult);
private:
bool initialize();
bool startConnectionAsync();
bool validateLaunch(SDL_Window* testWindow);
void emitLaunchWarning(QString text);
@@ -147,6 +150,9 @@ private:
SDL_SpinLock m_InputHandlerLock;
int m_MouseEmulationRefCount;
bool m_AsyncConnectionSuccess;
int m_PortTestResults;
int m_ActiveVideoFormat;
int m_ActiveVideoWidth;
int m_ActiveVideoHeight;
+9
View File
@@ -6,6 +6,15 @@
#include <ApplicationServices/ApplicationServices.h>
#endif
Uint32 StreamUtils::getPlatformWindowFlags()
{
#ifdef Q_OS_DARWIN
return SDL_WINDOW_METAL;
#else
return 0;
#endif
}
void StreamUtils::scaleSourceToDestinationSurface(SDL_Rect* src, SDL_Rect* dst)
{
int dstH = dst->w * src->h / src->w;
+3
View File
@@ -5,6 +5,9 @@
class StreamUtils
{
public:
static
Uint32 getPlatformWindowFlags();
static
void scaleSourceToDestinationSurface(SDL_Rect* src, SDL_Rect* dst);
@@ -202,6 +202,11 @@ int DrmRenderer::getRendererAttributes()
void DrmRenderer::renderFrame(AVFrame* frame)
{
if (frame == nullptr) {
// End of stream - nothing to do for us
return;
}
AVDRMFrameDescriptor* drmFrame = (AVDRMFrameDescriptor*)frame->data[0];
int err;
uint32_t primeHandle;
@@ -446,7 +446,7 @@ bool DXVA2Renderer::isDecoderBlacklisted()
// https://www.intel.com/content/www/us/en/support/articles/000005654/graphics-drivers.html
if (LOWORD(id.DriverVersion.LowPart) < 4836) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Intel driver version blacklisted for HEVC");
"Detected buggy Intel GPU driver installed. Update your Intel GPU driver to enable HEVC!");
result = (m_VideoFormat & VIDEO_FORMAT_MASK_H265) != 0;
}
else {
@@ -812,6 +812,11 @@ int DXVA2Renderer::getDecoderColorspace()
void DXVA2Renderer::renderFrame(AVFrame *frame)
{
if (frame == nullptr) {
// End of stream - nothing to do for us
return;
}
IDirect3DSurface9* surface = reinterpret_cast<IDirect3DSurface9*>(frame->data[3]);
HRESULT hr;
@@ -0,0 +1,21 @@
// vim: noai:ts=4:sw=4:softtabstop=4:expandtab
#include "renderer.h"
#include <SDL_egl.h>
static QStringList egl_get_extensions(EGLDisplay dpy) {
const auto EGLExtensionsStr = eglQueryString(dpy, EGL_EXTENSIONS);
if (!EGLExtensionsStr) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unable to get EGL extensions");
return QStringList();
}
return QString(EGLExtensionsStr).split(" ");
}
EGLExtensions::EGLExtensions(EGLDisplay dpy) :
m_Extensions(egl_get_extensions(dpy))
{}
bool EGLExtensions::isSupported(const QString &extension) const {
return m_Extensions.contains(extension);
}
@@ -0,0 +1,633 @@
// vim: noai:ts=4:sw=4:softtabstop=4:expandtab
#include "eglvid.h"
#include "path.h"
#include "streaming/session.h"
#include "streaming/streamutils.h"
#include <QDir>
#include <Limelight.h>
#include <unistd.h>
#include <SDL_egl.h>
#include <SDL_opengles2.h>
#include <SDL_render.h>
#include <SDL_syswm.h>
#ifndef EGL_VERSION_1_5
typedef intptr_t EGLAttrib;
#endif
#if !defined(EGL_VERSION_1_5) || !defined(EGL_EGL_PROTOTYPES)
typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list);
#endif
#ifndef EGL_EXT_platform_base
typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list);
#endif
// These are EGL extensions, so some platform headers may not provide them
#ifndef EGL_PLATFORM_WAYLAND_KHR
#define EGL_PLATFORM_WAYLAND_KHR 0x31D8
#endif
#ifndef EGL_PLATFORM_X11_KHR
#define EGL_PLATFORM_X11_KHR 0x31D5
#endif
/* TODO:
* - handle more pixel formats
* - handle software decoding
*/
/* DOC/misc:
* - https://kernel-recipes.org/en/2016/talks/video-and-colorspaces/
* - http://www.brucelindbloom.com/
* - https://learnopengl.com/Getting-started/Shaders
* - https://github.com/stunpix/yuvit
* - https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.601_conversion
* - https://www.renesas.com/eu/en/www/doc/application-note/an9717.pdf
* - https://www.xilinx.com/support/documentation/application_notes/xapp283.pdf
* - https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.709-6-201506-I!!PDF-E.pdf
* - https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt
* - https://gist.github.com/rexguo/6696123
* - https://wiki.libsdl.org/CategoryVideo
*/
#define EGL_LOG(Category, ...) SDL_Log ## Category(\
SDL_LOG_CATEGORY_APPLICATION, \
"EGLRenderer: " __VA_ARGS__)
SDL_Window* EGLRenderer::s_LastFailedWindow = nullptr;
EGLRenderer::EGLRenderer(IFFmpegRenderer *backendRenderer)
:
m_SwPixelFormat(AV_PIX_FMT_NONE),
m_EGLDisplay(EGL_NO_DISPLAY),
m_Textures{0},
m_ShaderProgram(0),
m_Context(0),
m_Window(nullptr),
m_Backend(backendRenderer),
m_VAO(0),
m_ColorSpace(AVCOL_SPC_NB),
m_ColorFull(false),
m_BlockingSwapBuffers(false),
m_glEGLImageTargetTexture2DOES(nullptr),
m_glGenVertexArraysOES(nullptr),
m_glBindVertexArrayOES(nullptr),
m_glDeleteVertexArraysOES(nullptr),
m_DummyRenderer(nullptr)
{
SDL_assert(backendRenderer);
SDL_assert(backendRenderer->canExportEGL());
// Save these global parameters so we can restore them in our destructor
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &m_OldContextProfileMask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &m_OldContextMajorVersion);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &m_OldContextMinorVersion);
}
EGLRenderer::~EGLRenderer()
{
if (m_Context) {
// Reattach the GL context to the main thread for destruction
SDL_GL_MakeCurrent(m_Window, m_Context);
if (m_ShaderProgram) {
glDeleteProgram(m_ShaderProgram);
}
if (m_VAO) {
SDL_assert(m_glDeleteVertexArraysOES != nullptr);
m_glDeleteVertexArraysOES(1, &m_VAO);
}
SDL_GL_DeleteContext(m_Context);
}
if (m_DummyRenderer) {
SDL_DestroyRenderer(m_DummyRenderer);
}
// Reset the global properties back to what they were before
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "0");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, m_OldContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, m_OldContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, m_OldContextMinorVersion);
}
bool EGLRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**)
{
/* Nothing to do */
EGL_LOG(Info, "Using EGL renderer");
return true;
}
void EGLRenderer::notifyOverlayUpdated(Overlay::OverlayType)
{
// TODO: FIXME
}
bool EGLRenderer::isPixelFormatSupported(int, AVPixelFormat pixelFormat)
{
// Remember to keep this in sync with EGLRenderer::renderFrame()!
switch (pixelFormat)
{
case AV_PIX_FMT_NV12:
return true;
default:
return false;
}
}
int EGLRenderer::loadAndBuildShader(int shaderType,
const char *file) {
GLuint shader = glCreateShader(shaderType);
if (!shader || shader == GL_INVALID_ENUM) {
EGL_LOG(Error, "Can't create shader: %d", glGetError());
return 0;
}
auto sourceData = Path::readDataFile(file);
GLint len = sourceData.size();
const char *buf = sourceData.data();
glShaderSource(shader, 1, &buf, &len);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
char shaderLog[512];
glGetShaderInfoLog(shader, sizeof (shaderLog), nullptr, shaderLog);
EGL_LOG(Error, "Cannot load shader \"%s\": %s", file, shaderLog);
return 0;
}
return shader;
}
bool EGLRenderer::openDisplay(unsigned int platform, void* nativeDisplay)
{
PFNEGLGETPLATFORMDISPLAYPROC eglGetPlatformDisplayProc;
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXTProc;
m_EGLDisplay = EGL_NO_DISPLAY;
// NB: eglGetPlatformDisplay() and eglGetPlatformDisplayEXT() have slightly different definitions
eglGetPlatformDisplayProc = (typeof(eglGetPlatformDisplayProc))eglGetProcAddress("eglGetPlatformDisplay");
eglGetPlatformDisplayEXTProc = (typeof(eglGetPlatformDisplayEXTProc))eglGetProcAddress("eglGetPlatformDisplayEXT");
if (m_EGLDisplay == EGL_NO_DISPLAY) {
// eglGetPlatformDisplay() is part of the EGL 1.5 core specification
if (eglGetPlatformDisplayProc != nullptr) {
m_EGLDisplay = eglGetPlatformDisplayProc(platform, nativeDisplay, nullptr);
if (m_EGLDisplay == EGL_NO_DISPLAY) {
EGL_LOG(Warn, "eglGetPlatformDisplay() failed: %d", eglGetError());
}
}
}
if (m_EGLDisplay == EGL_NO_DISPLAY) {
// eglGetPlatformDisplayEXT() is an extension for EGL 1.4
const EGLExtensions eglExtensions(EGL_NO_DISPLAY);
if (eglExtensions.isSupported("EGL_EXT_platform_base")) {
if (eglGetPlatformDisplayEXTProc != nullptr) {
m_EGLDisplay = eglGetPlatformDisplayEXTProc(platform, nativeDisplay, nullptr);
if (m_EGLDisplay == EGL_NO_DISPLAY) {
EGL_LOG(Warn, "eglGetPlatformDisplayEXT() failed: %d", eglGetError());
}
}
else {
EGL_LOG(Warn, "EGL_EXT_platform_base supported but no eglGetPlatformDisplayEXT() export!");
}
}
}
if (m_EGLDisplay == EGL_NO_DISPLAY) {
// Finally, if all else fails, use eglGetDisplay()
m_EGLDisplay = eglGetDisplay((EGLNativeDisplayType)nativeDisplay);
if (m_EGLDisplay == EGL_NO_DISPLAY) {
EGL_LOG(Error, "eglGetDisplay() failed: %d", eglGetError());
}
}
return m_EGLDisplay != EGL_NO_DISPLAY;
}
bool EGLRenderer::compileShader() {
SDL_assert(!m_ShaderProgram);
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
// XXX: TODO: other formats
SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NV12);
bool ret = false;
GLuint vertexShader = loadAndBuildShader(GL_VERTEX_SHADER, "egl.vert");
if (!vertexShader)
return false;
GLuint fragmentShader = loadAndBuildShader(GL_FRAGMENT_SHADER, "egl.frag");
if (!fragmentShader)
goto fragError;
m_ShaderProgram = glCreateProgram();
if (!m_ShaderProgram) {
EGL_LOG(Error, "Cannot create shader program");
goto progFailCreate;
}
glAttachShader(m_ShaderProgram, vertexShader);
glAttachShader(m_ShaderProgram, fragmentShader);
glLinkProgram(m_ShaderProgram);
int status;
glGetProgramiv(m_ShaderProgram, GL_LINK_STATUS, &status);
if (status) {
ret = true;
} else {
char shader_log[512];
glGetProgramInfoLog(m_ShaderProgram, sizeof (shader_log), nullptr, shader_log);
EGL_LOG(Error, "Cannot link shader program: %s", shader_log);
glDeleteProgram(m_ShaderProgram);
m_ShaderProgram = 0;
}
progFailCreate:
glDeleteShader(fragmentShader);
fragError:
glDeleteShader(vertexShader);
return ret;
}
bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
{
m_Window = params->window;
if (params->videoFormat == VIDEO_FORMAT_H265_MAIN10) {
// EGL doesn't support rendering YUV 10-bit textures yet
return false;
}
// It's not safe to attempt to opportunistically create a GLES2
// renderer prior to 2.0.10. If GLES2 isn't available, SDL will
// attempt to dereference a null pointer and crash Moonlight.
// https://bugzilla.libsdl.org/show_bug.cgi?id=4350
// https://hg.libsdl.org/SDL/rev/84618d571795
if (!SDL_VERSION_ATLEAST(2, 0, 10)) {
EGL_LOG(Error, "Not supported until SDL 2.0.10");
return false;
}
// HACK: Work around bug where renderer will repeatedly fail with:
// SDL_CreateRenderer() failed: Could not create GLES window surface
if (m_Window == s_LastFailedWindow) {
EGL_LOG(Error, "SDL_CreateRenderer() already failed on this window!");
return false;
}
/*
* Create a dummy renderer in order to craft an accelerated SDL Window.
* Request opengl ES 3.0 context, otherwise it will SIGSEGV
* https://gitlab.freedesktop.org/mesa/mesa/issues/1011
*/
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
int renderIndex;
int maxRenderers = SDL_GetNumRenderDrivers();
SDL_assert(maxRenderers >= 0);
SDL_RendererInfo renderInfo;
for (renderIndex = 0; renderIndex < maxRenderers; ++renderIndex) {
if (SDL_GetRenderDriverInfo(renderIndex, &renderInfo))
continue;
if (!strcmp(renderInfo.name, "opengles2")) {
SDL_assert(renderInfo.flags & SDL_RENDERER_ACCELERATED);
break;
}
}
if (renderIndex == maxRenderers) {
EGL_LOG(Error, "Could not find a suitable SDL_Renderer");
return false;
}
if (!(m_DummyRenderer = SDL_CreateRenderer(m_Window, renderIndex, SDL_RENDERER_ACCELERATED))) {
EGL_LOG(Error, "SDL_CreateRenderer() failed: %s", SDL_GetError());
s_LastFailedWindow = m_Window;
return false;
}
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(params->window, &info)) {
EGL_LOG(Error, "SDL_GetWindowWMInfo() failed: %s", SDL_GetError());
return false;
}
switch (info.subsystem) {
#ifdef SDL_VIDEO_DRIVER_WAYLAND
case SDL_SYSWM_WAYLAND:
if (!openDisplay(EGL_PLATFORM_WAYLAND_KHR, info.info.wl.display)) {
return false;
}
break;
#endif
#ifdef SDL_VIDEO_DRIVER_X11
case SDL_SYSWM_X11:
if (!openDisplay(EGL_PLATFORM_X11_KHR, info.info.x11.display)) {
return false;
}
break;
#endif
default:
EGL_LOG(Error, "not compatible with SYSWM");
return false;
}
if (m_EGLDisplay == EGL_NO_DISPLAY) {
EGL_LOG(Error, "Cannot get EGL display: %d", eglGetError());
return false;
}
if (!(m_Context = SDL_GL_CreateContext(params->window))) {
EGL_LOG(Error, "Cannot create OpenGL context: %s", SDL_GetError());
return false;
}
if (SDL_GL_MakeCurrent(params->window, m_Context)) {
EGL_LOG(Error, "Cannot use created EGL context: %s", SDL_GetError());
return false;
}
const EGLExtensions eglExtensions(m_EGLDisplay);
if (!eglExtensions.isSupported("EGL_KHR_image_base") &&
!eglExtensions.isSupported("EGL_KHR_image")) {
EGL_LOG(Error, "EGL_KHR_image unsupported");
return false;
}
else if (!SDL_GL_ExtensionSupported("GL_OES_EGL_image")) {
EGL_LOG(Error, "GL_OES_EGL_image unsupported");
return false;
}
if (!m_Backend->initializeEGL(m_EGLDisplay, eglExtensions))
return false;
if (!(m_glEGLImageTargetTexture2DOES = (typeof(m_glEGLImageTargetTexture2DOES))eglGetProcAddress("glEGLImageTargetTexture2DOES"))) {
EGL_LOG(Error,
"EGL: cannot retrieve `glEGLImageTargetTexture2DOES` address");
return false;
}
// Vertex arrays are an extension on OpenGL ES 2.0
if (SDL_GL_ExtensionSupported("GL_OES_vertex_array_object")) {
m_glGenVertexArraysOES = (typeof(m_glGenVertexArraysOES))eglGetProcAddress("glGenVertexArraysOES");
m_glBindVertexArrayOES = (typeof(m_glBindVertexArrayOES))eglGetProcAddress("glBindVertexArrayOES");
m_glDeleteVertexArraysOES = (typeof(m_glDeleteVertexArraysOES))eglGetProcAddress("glDeleteVertexArraysOES");
}
else {
// They are included in OpenGL ES 3.0 as part of the standard
m_glGenVertexArraysOES = (typeof(m_glGenVertexArraysOES))eglGetProcAddress("glGenVertexArrays");
m_glBindVertexArrayOES = (typeof(m_glBindVertexArrayOES))eglGetProcAddress("glBindVertexArray");
m_glDeleteVertexArraysOES = (typeof(m_glDeleteVertexArraysOES))eglGetProcAddress("glDeleteVertexArrays");
}
if (!m_glGenVertexArraysOES || !m_glBindVertexArrayOES || !m_glDeleteVertexArraysOES) {
EGL_LOG(Error, "Failed to find VAO functions");
return false;
}
/* Compute the video region size in order to keep the aspect ratio of the
* video stream.
*/
SDL_Rect src, dst;
src.x = src.y = dst.x = dst.y = 0;
src.w = params->width;
src.h = params->height;
SDL_GetWindowSize(m_Window, &dst.w, &dst.h);
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
glViewport(dst.x, dst.y, dst.w, dst.h);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
if (params->enableVsync) {
SDL_GL_SetSwapInterval(1);
m_BlockingSwapBuffers = true;
} else {
SDL_GL_SetSwapInterval(0);
}
SDL_GL_SwapWindow(params->window);
glGenTextures(EGL_MAX_PLANES, m_Textures);
for (size_t i = 0; i < EGL_MAX_PLANES; ++i) {
glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
GLenum err = glGetError();
if (err != GL_NO_ERROR)
EGL_LOG(Error, "OpenGL error: %d", err);
// Detach the context from this thread, so the render thread can attach it
SDL_GL_MakeCurrent(m_Window, nullptr);
return err == GL_NO_ERROR;
}
const float *EGLRenderer::getColorMatrix() {
/* The conversion matrices are shamelessly stolen from linux:
* drivers/media/platform/imx-pxp.c:pxp_setup_csc
*/
static const float bt601Lim[] = {
1.1644f, 1.1644f, 1.1644f,
0.0f, -0.3917f, 2.0172f,
1.5960f, -0.8129f, 0.0f
};
static const float bt601Full[] = {
1.0f, 1.0f, 1.0f,
0.0f, -0.3441f, 1.7720f,
1.4020f, -0.7141f, 0.0f
};
static const float bt709Lim[] = {
1.1644f, 1.1644f, 1.1644f,
0.0f, -0.2132f, 2.1124f,
1.7927f, -0.5329f, 0.0f
};
static const float bt709Full[] = {
1.0f, 1.0f, 1.0f,
0.0f, -0.1873f, 1.8556f,
1.5748f, -0.4681f, 0.0f
};
static const float bt2020Lim[] = {
1.1644f, 1.1644f, 1.1644f,
0.0f, -0.1874f, 2.1418f,
1.6781f, -0.6505f, 0.0f
};
static const float bt2020Full[] = {
1.0f, 1.0f, 1.0f,
0.0f, -0.1646f, 1.8814f,
1.4746f, -0.5714f, 0.0f
};
switch (m_ColorSpace) {
case AVCOL_SPC_SMPTE170M:
case AVCOL_SPC_BT470BG:
EGL_LOG(Info, "BT-601 pixels");
return m_ColorFull ? bt601Full : bt601Lim;
case AVCOL_SPC_BT709:
EGL_LOG(Info, "BT-709 pixels");
return m_ColorFull ? bt709Full : bt709Lim;
case AVCOL_SPC_BT2020_NCL:
case AVCOL_SPC_BT2020_CL:
EGL_LOG(Info, "BT-2020 pixels");
return m_ColorFull ? bt2020Full : bt2020Lim;
};
EGL_LOG(Warn, "unknown color space: %d, falling back to BT-601",
m_ColorSpace);
return bt601Lim;
}
bool EGLRenderer::specialize() {
SDL_assert(!m_VAO);
// Attach our GL context to the render thread
SDL_GL_MakeCurrent(m_Window, m_Context);
if (!compileShader())
return false;
// The viewport should have the aspect ratio of the video stream
static const float vertices[] = {
// pos .... // tex coords
1.0f, 1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 0.0f,
};
static const unsigned int indices[] = {
0, 1, 3,
1, 2, 3,
};
glUseProgram(m_ShaderProgram);
unsigned int VBO, EBO;
m_glGenVertexArraysOES(1, &m_VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
m_glBindVertexArrayOES(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof (vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof (float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_glBindVertexArrayOES(0);
int yuvmatLocation = glGetUniformLocation(m_ShaderProgram, "yuvmat");
glUniformMatrix3fv(yuvmatLocation, 1, GL_FALSE, getColorMatrix());
static const float limitedOffsets[] = { 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f };
static const float fullOffsets[] = { 0.0f, 128.0f / 255.0f, 128.0f / 255.0f };
int offLocation = glGetUniformLocation(m_ShaderProgram, "offset");
glUniform3fv(offLocation, 1, m_ColorFull ? fullOffsets : limitedOffsets);
int colorPlane = glGetUniformLocation(m_ShaderProgram, "plane1");
glUniform1i(colorPlane, 0);
colorPlane = glGetUniformLocation(m_ShaderProgram, "plane2");
glUniform1i(colorPlane, 1);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
GLenum err = glGetError();
if (err != GL_NO_ERROR) {
EGL_LOG(Error, "OpenGL error: %d", err);
}
return err == GL_NO_ERROR;
}
void EGLRenderer::renderFrame(AVFrame* frame)
{
EGLImage imgs[EGL_MAX_PLANES];
if (frame == nullptr) {
// End of stream - unbind the GL context
SDL_GL_MakeCurrent(m_Window, nullptr);
return;
}
if (frame->hw_frames_ctx != nullptr) {
// Find the native read-back format and load the shader
if (m_SwPixelFormat == AV_PIX_FMT_NONE) {
auto hwFrameCtx = (AVHWFramesContext*)frame->hw_frames_ctx->data;
m_SwPixelFormat = hwFrameCtx->sw_format;
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
EGL_LOG(Info, "Selected read-back format: %d", m_SwPixelFormat);
// XXX: TODO: Handle other pixel formats
SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NV12);
m_ColorSpace = frame->colorspace;
m_ColorFull = frame->color_range == AVCOL_RANGE_JPEG;
if (!specialize()) {
m_SwPixelFormat = AV_PIX_FMT_NONE;
return;
}
}
ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
if (plane_count < 0)
return;
for (ssize_t i = 0; i < plane_count; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]);
m_glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, imgs[i]);
}
} else {
// TODO: load texture for SW decoding ?
EGL_LOG(Error, "EGL rendering only supports hw frames");
return;
}
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(m_ShaderProgram);
m_glBindVertexArrayOES(m_VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
SDL_GL_SwapWindow(m_Window);
if (m_BlockingSwapBuffers) {
// This glClear() forces us to block until the buffer swap is
// complete to continue rendering. Mesa won't actually wait
// for the swap with just glFinish() alone. Waiting here keeps us
// in lock step with the display refresh rate. If we don't wait
// here, we'll stall on the first GL call next frame. Doing the
// wait here instead allows more time for a newer frame to arrive
// for next renderFrame() call.
glClear(GL_COLOR_BUFFER_BIT);
glFinish();
}
if (frame->hw_frames_ctx != nullptr)
m_Backend->freeEGLImages(m_EGLDisplay, imgs);
}
@@ -0,0 +1,51 @@
#pragma once
#include "renderer.h"
#include <SDL_opengles2.h>
#include <SDL_opengles2_gl2ext.h>
class EGLRenderer : public IFFmpegRenderer {
public:
EGLRenderer(IFFmpegRenderer *backendRenderer);
virtual ~EGLRenderer() override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary** options) override;
virtual void renderFrame(AVFrame* frame) override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
virtual bool isPixelFormatSupported(int videoFormat, enum AVPixelFormat pixelFormat) override;
private:
bool compileShader();
bool specialize();
const float *getColorMatrix();
static int loadAndBuildShader(int shaderType, const char *filename);
bool openDisplay(unsigned int platform, void* nativeDisplay);
int m_SwPixelFormat;
void *m_EGLDisplay;
unsigned m_Textures[EGL_MAX_PLANES];
unsigned m_ShaderProgram;
SDL_GLContext m_Context;
SDL_Window *m_Window;
IFFmpegRenderer *m_Backend;
unsigned int m_VAO;
int m_ColorSpace;
bool m_ColorFull;
bool m_BlockingSwapBuffers;
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC m_glEGLImageTargetTexture2DOES;
PFNGLGENVERTEXARRAYSOESPROC m_glGenVertexArraysOES;
PFNGLBINDVERTEXARRAYOESPROC m_glBindVertexArrayOES;
PFNGLDELETEVERTEXARRAYSOESPROC m_glDeleteVertexArraysOES;
int m_OldContextProfileMask;
int m_OldContextMajorVersion;
int m_OldContextMinorVersion;
SDL_Renderer *m_DummyRenderer;
// HACK: Work around bug where renderer will repeatedly fail with:
// SDL_CreateRenderer() failed: Could not create GLES window surface
static SDL_Window* s_LastFailedWindow;
};
@@ -147,6 +147,11 @@ bool MmalRenderer::needsTestFrame()
void MmalRenderer::renderFrame(AVFrame* frame)
{
if (frame == nullptr) {
// End of stream - nothing to do for us
return;
}
MMAL_BUFFER_HEADER_T* buffer = (MMAL_BUFFER_HEADER_T*)frame->data[3];
MMAL_STATUS_T status;
@@ -45,6 +45,10 @@ Pacer::~Pacer()
m_RenderQueueNotEmpty.wakeAll();
SDL_WaitThread(m_RenderThread, nullptr);
}
else {
// Send a null AVFrame to indicate end of stream on the main thread
m_VsyncRenderer->renderFrame(nullptr);
}
// Delete any remaining unconsumed frames
while (!m_RenderQueue.isEmpty()) {
@@ -106,6 +110,9 @@ int Pacer::renderThread(void* context)
me->renderLastFrameAndUnlock();
}
// Send a null AVFrame to indicate end of stream on the render thread
me->m_VsyncRenderer->renderFrame(nullptr);
return 0;
}
@@ -9,6 +9,23 @@ extern "C" {
#include <libavcodec/avcodec.h>
}
#ifdef HAVE_EGL
// SDL_egl.h have too many conflicts, we will do without
typedef void *EGLDisplay;
typedef void *EGLImage;
#define EGL_MAX_PLANES 4
class EGLExtensions {
public:
EGLExtensions(EGLDisplay dpy);
~EGLExtensions() {}
bool isSupported(const QString &extension) const;
private:
const QStringList m_Extensions;
};
#endif
#define RENDERER_ATTRIBUTE_FULLSCREEN_ONLY 0x01
#define RENDERER_ATTRIBUTE_1080P_MAX 0x02
@@ -68,4 +85,25 @@ public:
virtual void notifyOverlayUpdated(Overlay::OverlayType) override {
// Nothing
}
#ifdef HAVE_EGL
// By default we can't do EGL
virtual bool canExportEGL() {
return false;
}
virtual bool initializeEGL(EGLDisplay,
const EGLExtensions &) {
return false;
}
virtual ssize_t exportEGLImages(AVFrame *,
EGLDisplay,
EGLImage[EGL_MAX_PLANES]) {
return -1;
}
// Free the ressources allocated during the last `exportEGLImages` call
virtual void freeEGLImages(EGLDisplay, EGLImage[EGL_MAX_PLANES]) {}
#endif
};
@@ -177,14 +177,22 @@ bool SdlRenderer::initialize(PDECODER_PARAMETERS params)
return false;
}
// Calculate the video region size, scaling to fill the window while
// SDL_CreateRenderer() can end up having to recreate our window (SDL_RecreateWindow())
// to ensure it's compatible with the renderer's OpenGL context. If that happens, we
// can get spurious SDL_WINDOWEVENT events that will cause us to (again) recreate our
// renderer. This can lead to an infinite to renderer recreation, so discard all
// SDL_WINDOWEVENT events after SDL_CreateRenderer().
SDL_PumpEvents();
SDL_FlushEvent(SDL_WINDOWEVENT);
// Calculate the video region size, scaling to fill the output size while
// preserving the aspect ratio of the video stream.
SDL_Rect src, dst;
src.x = src.y = 0;
src.w = params->width;
src.h = params->height;
dst.x = dst.y = 0;
SDL_GetWindowSize(params->window, &dst.w, &dst.h);
SDL_GetRendererOutputSize(m_Renderer, &dst.w, &dst.h);
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
// Ensure the viewport is set to the desired video region
@@ -221,10 +229,10 @@ void SdlRenderer::renderOverlay(Overlay::OverlayType type)
if (type == Overlay::OverlayStatusUpdate) {
// Bottom Left
int unused;
SDL_RenderGetLogicalSize(m_Renderer, &unused, &m_OverlayRects[type].y);
SDL_Rect viewportRect;
SDL_RenderGetViewport(m_Renderer, &viewportRect);
m_OverlayRects[type].x = 0;
m_OverlayRects[type].y -= surface->h;
m_OverlayRects[type].y = viewportRect.h - surface->h;
}
else if (type == Overlay::OverlayDebug) {
// Top left
@@ -251,6 +259,11 @@ void SdlRenderer::renderFrame(AVFrame* frame)
int err;
AVFrame* swFrame = nullptr;
if (frame == nullptr) {
// End of stream - nothing to do for us
return;
}
if (frame->hw_frames_ctx != nullptr) {
// If we are acting as the frontend for a hardware
// accelerated decoder, we'll need to read the frame
+220 -57
View File
@@ -5,6 +5,9 @@
#include <streaming/streamutils.h>
#include <SDL_syswm.h>
#ifdef HAVE_EGL
#include <SDL_egl.h>
#endif
#include <unistd.h>
#include <fcntl.h>
@@ -14,7 +17,11 @@ VAAPIRenderer::VAAPIRenderer()
m_DrmFd(-1),
m_BlacklistedForDirectRendering(false)
{
#ifdef HAVE_EGL
m_PrimeDescriptor.num_layers = 0;
m_PrimeDescriptor.num_objects = 0;
m_EGLExtDmaBuf = false;
#endif
}
VAAPIRenderer::~VAAPIRenderer()
@@ -38,39 +45,6 @@ VAAPIRenderer::~VAAPIRenderer()
}
}
bool
VAAPIRenderer::validateDriver(VADisplay display)
{
const char* vendorString = vaQueryVendorString(display);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Validating VAAPI driver: %s",
vendorString ? vendorString : "<unknown>");
if (isDirectRenderingSupported()) {
int entrypointCount;
VAEntrypoint entrypoints[vaMaxNumEntrypoints(display)];
VAStatus status = vaQueryConfigEntrypoints(display, VAProfileNone, entrypoints, &entrypointCount);
if (status == VA_STATUS_SUCCESS) {
for (int i = 0; i < entrypointCount; i++) {
// Without VAEntrypointVideoProc support, the driver will crash inside vaPutSurface()
if (entrypoints[i] == VAEntrypointVideoProc) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"VAEntrypointVideoProc is supported");
return true;
}
}
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"VAAPI driver doesn't support VAEntrypointVideoProc!");
return false;
}
else {
// Indirect rendering can use any driver
return true;
}
}
VADisplay
VAAPIRenderer::openDisplay(SDL_Window* window)
{
@@ -193,11 +167,6 @@ VAAPIRenderer::initialize(PDECODER_PARAMETERS params)
for (;;) {
status = vaInitialize(vaDeviceContext->display, &major, &minor);
if (status == VA_STATUS_SUCCESS && !validateDriver(vaDeviceContext->display)) {
vaTerminate(vaDeviceContext->display);
vaDeviceContext->display = openDisplay(params->window);
status = VA_STATUS_ERROR_UNSUPPORTED_PROFILE;
}
if (status != VA_STATUS_SUCCESS && qEnvironmentVariableIsEmpty("LIBVA_DRIVER_NAME")) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Trying fallback VAAPI driver names");
@@ -212,11 +181,6 @@ VAAPIRenderer::initialize(PDECODER_PARAMETERS params)
// always seem to be the case for some reason.
qputenv("LIBVA_DRIVER_NAME", "iHD");
status = vaInitialize(vaDeviceContext->display, &major, &minor);
if (status == VA_STATUS_SUCCESS && !validateDriver(vaDeviceContext->display)) {
vaTerminate(vaDeviceContext->display);
vaDeviceContext->display = openDisplay(params->window);
status = VA_STATUS_ERROR_UNSUPPORTED_PROFILE;
}
}
if (status != VA_STATUS_SUCCESS) {
@@ -225,11 +189,6 @@ VAAPIRenderer::initialize(PDECODER_PARAMETERS params)
// explicitly try i965 to handle this case.
qputenv("LIBVA_DRIVER_NAME", "i965");
status = vaInitialize(vaDeviceContext->display, &major, &minor);
if (status == VA_STATUS_SUCCESS && !validateDriver(vaDeviceContext->display)) {
vaTerminate(vaDeviceContext->display);
vaDeviceContext->display = openDisplay(params->window);
status = VA_STATUS_ERROR_UNSUPPORTED_PROFILE;
}
}
if (status != VA_STATUS_SUCCESS) {
@@ -237,11 +196,6 @@ VAAPIRenderer::initialize(PDECODER_PARAMETERS params)
// so try it too if all else fails.
qputenv("LIBVA_DRIVER_NAME", "radeonsi");
status = vaInitialize(vaDeviceContext->display, &major, &minor);
if (status == VA_STATUS_SUCCESS && !validateDriver(vaDeviceContext->display)) {
vaTerminate(vaDeviceContext->display);
vaDeviceContext->display = openDisplay(params->window);
status = VA_STATUS_ERROR_UNSUPPORTED_PROFILE;
}
}
if (status != VA_STATUS_SUCCESS) {
@@ -369,9 +323,43 @@ VAAPIRenderer::needsTestFrame()
bool
VAAPIRenderer::isDirectRenderingSupported()
{
// Many Wayland renderers don't support YUV surfaces, so use
// another frontend renderer to draw our frames.
return m_WindowSystem == SDL_SYSWM_X11 && !m_BlacklistedForDirectRendering;
if (qgetenv("VAAPI_FORCE_DIRECT") == "1") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using direct rendering due to environment variable");
return true;
}
else if (qgetenv("VAAPI_FORCE_INDIRECT") == "1") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using indirect rendering due to environment variable");
return false;
}
// We only support direct rendering on X11 with VAEntrypointVideoProc support
if (m_WindowSystem != SDL_SYSWM_X11 || m_BlacklistedForDirectRendering) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using indirect rendering due to WM or blacklist");
return false;
}
AVHWDeviceContext* deviceContext = (AVHWDeviceContext*)m_HwContext->data;
AVVAAPIDeviceContext* vaDeviceContext = (AVVAAPIDeviceContext*)deviceContext->hwctx;
VAEntrypoint entrypoints[vaMaxNumEntrypoints(vaDeviceContext->display)];
int entrypointCount;
VAStatus status = vaQueryConfigEntrypoints(vaDeviceContext->display, VAProfileNone, entrypoints, &entrypointCount);
if (status == VA_STATUS_SUCCESS) {
for (int i = 0; i < entrypointCount; i++) {
// Without VAEntrypointVideoProc support, the driver will crash inside vaPutSurface()
if (entrypoints[i] == VAEntrypointVideoProc) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using direct rendering with VAEntrypointVideoProc");
return true;
}
}
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using indirect rendering due to lack of VAEntrypointVideoProc");
return false;
}
int VAAPIRenderer::getDecoderColorspace()
@@ -384,6 +372,11 @@ int VAAPIRenderer::getDecoderColorspace()
void
VAAPIRenderer::renderFrame(AVFrame* frame)
{
if (frame == nullptr) {
// End of stream - nothing to do for us
return;
}
VASurfaceID surface = (VASurfaceID)(uintptr_t)frame->data[3];
AVHWDeviceContext* deviceContext = (AVHWDeviceContext*)m_HwContext->data;
AVVAAPIDeviceContext* vaDeviceContext = (AVVAAPIDeviceContext*)deviceContext->hwctx;
@@ -442,3 +435,173 @@ VAAPIRenderer::renderFrame(AVFrame* frame)
SDL_assert(false);
}
}
#ifdef HAVE_EGL
// Ensure that vaExportSurfaceHandle() is supported by the VA-API driver
bool
VAAPIRenderer::canExportEGL() {
AVHWDeviceContext* deviceContext = (AVHWDeviceContext*)m_HwContext->data;
AVVAAPIDeviceContext* vaDeviceContext = (AVVAAPIDeviceContext*)deviceContext->hwctx;
VASurfaceID surfaceId;
VAStatus st;
VADRMPRIMESurfaceDescriptor descriptor;
VASurfaceAttrib attrs[2];
int attributeCount = 0;
if (qgetenv("VAAPI_FORCE_DIRECT") == "1") {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using direct rendering due to environment variable");
return false;
}
// FFmpeg handles setting these quirk flags for us
if (!(vaDeviceContext->driver_quirks & AV_VAAPI_DRIVER_QUIRK_ATTRIB_MEMTYPE)) {
attrs[attributeCount].type = VASurfaceAttribMemoryType;
attrs[attributeCount].flags = VA_SURFACE_ATTRIB_SETTABLE;
attrs[attributeCount].value.type = VAGenericValueTypeInteger;
attrs[attributeCount].value.value.i = VA_SURFACE_ATTRIB_MEM_TYPE_VA;
attributeCount++;
}
// These attributes are required for i965 to create a surface that can
// be successfully exported via vaExportSurfaceHandle(). iHD doesn't
// need these, but it doesn't seem to hurt either.
attrs[attributeCount].type = VASurfaceAttribPixelFormat;
attrs[attributeCount].flags = VA_SURFACE_ATTRIB_SETTABLE;
attrs[attributeCount].value.type = VAGenericValueTypeInteger;
attrs[attributeCount].value.value.i = VA_FOURCC_NV12;
attributeCount++;
st = vaCreateSurfaces(vaDeviceContext->display,
VA_RT_FORMAT_YUV420,
1280,
720,
&surfaceId,
1,
attrs,
attributeCount);
if (st != VA_STATUS_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"vaCreateSurfaces() failed: %d", st);
return false;
}
st = vaExportSurfaceHandle(vaDeviceContext->display,
surfaceId,
VA_SURFACE_ATTRIB_MEM_TYPE_DRM_PRIME_2,
VA_EXPORT_SURFACE_READ_ONLY | VA_EXPORT_SURFACE_SEPARATE_LAYERS,
&descriptor);
vaDestroySurfaces(vaDeviceContext->display, &surfaceId, 1);
if (st != VA_STATUS_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"vaExportSurfaceHandle() failed: %d", st);
return false;
}
for (size_t i = 0; i < descriptor.num_objects; ++i) {
close(descriptor.objects[i].fd);
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"VAAPI driver supports exporting DRM PRIME surface handles");
return true;
}
bool
VAAPIRenderer::initializeEGL(EGLDisplay,
const EGLExtensions &ext) {
if (!ext.isSupported("EGL_EXT_image_dma_buf_import")) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"VAAPI-EGL: DMABUF unsupported");
return false;
}
m_EGLExtDmaBuf = ext.isSupported("EGL_EXT_image_dma_buf_import_modifiers");
return true;
}
ssize_t
VAAPIRenderer::exportEGLImages(AVFrame *frame, EGLDisplay dpy,
EGLImage images[EGL_MAX_PLANES]) {
ssize_t count = 0;
auto hwFrameCtx = (AVHWFramesContext*)frame->hw_frames_ctx->data;
AVVAAPIDeviceContext* vaDeviceContext = (AVVAAPIDeviceContext*)hwFrameCtx->device_ctx->hwctx;
VASurfaceID surface_id = (VASurfaceID)(uintptr_t)frame->data[3];
VAStatus st = vaExportSurfaceHandle(vaDeviceContext->display,
surface_id,
VA_SURFACE_ATTRIB_MEM_TYPE_DRM_PRIME_2,
VA_EXPORT_SURFACE_READ_ONLY | VA_EXPORT_SURFACE_SEPARATE_LAYERS,
&m_PrimeDescriptor);
if (st != VA_STATUS_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"vaExportSurfaceHandle failed: %d", st);
return -1;
}
SDL_assert(m_PrimeDescriptor.num_layers <= EGL_MAX_PLANES);
st = vaSyncSurface(vaDeviceContext->display, surface_id);
if (st != VA_STATUS_SUCCESS) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"vaSyncSurface failed: %d", st);
goto sync_fail;
}
for (size_t i = 0; i < m_PrimeDescriptor.num_layers; ++i) {
const auto &layer = m_PrimeDescriptor.layers[i];
const auto &object = m_PrimeDescriptor.objects[layer.object_index[0]];
EGLAttrib attribs[17] = {
EGL_LINUX_DRM_FOURCC_EXT, (EGLint)layer.drm_format,
EGL_WIDTH, i == 0 ? frame->width : frame->width / 2,
EGL_HEIGHT, i == 0 ? frame->height : frame->height / 2,
EGL_DMA_BUF_PLANE0_FD_EXT, object.fd,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, (EGLint)layer.offset[0],
EGL_DMA_BUF_PLANE0_PITCH_EXT, (EGLint)layer.pitch[0],
EGL_NONE,
};
if (m_EGLExtDmaBuf) {
const EGLAttrib extra[] = {
EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT,
(EGLint)object.drm_format_modifier,
EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT,
(EGLint)(object.drm_format_modifier >> 32),
EGL_NONE,
};
memcpy((void *)(&attribs[12]), (void *)extra, sizeof (extra));
}
images[i] = eglCreateImage(dpy, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
nullptr, attribs);
if (!images[i]) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"eglCreateImage() Failed: %d", eglGetError());
goto create_image_fail;
}
++count;
}
return count;
create_image_fail:
m_PrimeDescriptor.num_layers = count;
sync_fail:
freeEGLImages(dpy, images);
return -1;
}
void
VAAPIRenderer::freeEGLImages(EGLDisplay dpy, EGLImage images[EGL_MAX_PLANES]) {
for (size_t i = 0; i < m_PrimeDescriptor.num_layers; ++i) {
eglDestroyImage(dpy, images[i]);
}
for (size_t i = 0; i < m_PrimeDescriptor.num_objects; ++i) {
close(m_PrimeDescriptor.objects[i].fd);
}
m_PrimeDescriptor.num_layers = 0;
m_PrimeDescriptor.num_objects = 0;
}
#endif
+14 -1
View File
@@ -26,6 +26,9 @@ extern "C" {
#include <va/va_drm.h>
#endif
#include <libavutil/hwcontext_vaapi.h>
#ifdef HAVE_EGL
#include <va/va_drmcommon.h>
#endif
}
class VAAPIRenderer : public IFFmpegRenderer
@@ -39,9 +42,14 @@ public:
virtual bool needsTestFrame() override;
virtual bool isDirectRenderingSupported() override;
virtual int getDecoderColorspace() override;
#ifdef HAVE_EGL
virtual bool canExportEGL() override;
virtual bool initializeEGL(EGLDisplay dpy, const EGLExtensions &ext) override;
virtual ssize_t exportEGLImages(AVFrame *frame, EGLDisplay dpy, EGLImage images[EGL_MAX_PLANES]) override;
virtual void freeEGLImages(EGLDisplay dpy, EGLImage[EGL_MAX_PLANES]) override;
#endif
private:
bool validateDriver(VADisplay display);
VADisplay openDisplay(SDL_Window* window);
int m_WindowSystem;
@@ -57,4 +65,9 @@ private:
int m_VideoHeight;
int m_DisplayWidth;
int m_DisplayHeight;
#ifdef HAVE_EGL
VADRMPRIMESurfaceDescriptor m_PrimeDescriptor;
bool m_EGLExtDmaBuf;
#endif
};
@@ -302,6 +302,11 @@ int VDPAURenderer::getDecoderColorspace()
void VDPAURenderer::renderFrame(AVFrame* frame)
{
if (frame == nullptr) {
// End of stream - nothing to do for us
return;
}
VdpStatus status;
VdpVideoSurface videoSurface = (VdpVideoSurface)(uintptr_t)frame->data[3];
+20 -2
View File
@@ -16,6 +16,19 @@
#import <dispatch/dispatch.h>
#import <Metal/Metal.h>
@interface VTView : NSView
- (NSView *)hitTest:(NSPoint)point;
@end
@implementation VTView
- (NSView *)hitTest:(NSPoint)point {
Q_UNUSED(point);
return nil;
}
@end
class VTRenderer : public IFFmpegRenderer
{
public:
@@ -145,6 +158,11 @@ public:
// Caller frees frame after we return
virtual void renderFrame(AVFrame* frame) override
{
if (frame == nullptr) {
// End of stream - nothing to do for us
return;
}
OSStatus status;
CVPixelBufferRef pixBuf = reinterpret_cast<CVPixelBufferRef>(frame->data[3]);
@@ -264,7 +282,7 @@ public:
CMSampleTimingInfo timingInfo = {
.duration = kCMTimeInvalid,
.decodeTimeStamp = kCMTimeInvalid,
.presentationTimeStamp = CMTimeMake(mach_absolute_time(), 1000 * 1000 * 1000)
.presentationTimeStamp = CMClockMakeHostTimeFromSystemUnits(mach_absolute_time())
};
CMSampleBufferRef sampleBuffer;
@@ -398,7 +416,7 @@ public:
// SDL adds its own content view to listen for events.
// We need to add a subview for our display layer.
NSView* contentView = info.info.cocoa.window.contentView;
m_StreamView = [[NSView alloc] initWithFrame:contentView.bounds];
m_StreamView = [[VTView alloc] initWithFrame:contentView.bounds];
m_DisplayLayer = [[AVSampleBufferDisplayLayer alloc] init];
m_DisplayLayer.bounds = m_StreamView.bounds;
+51 -2
View File
@@ -32,6 +32,10 @@
#include "ffmpeg-renderers/drm.h"
#endif
#ifdef HAVE_EGL
#include "ffmpeg-renderers/eglvid.h"
#endif
// This is gross but it allows us to use sizeof()
#include "ffmpeg_videosamples.cpp"
@@ -190,6 +194,16 @@ void FFmpegVideoDecoder::reset()
bool FFmpegVideoDecoder::createFrontendRenderer(PDECODER_PARAMETERS params)
{
#ifdef HAVE_EGL
if (m_BackendRenderer->canExportEGL()) {
m_FrontendRenderer = new EGLRenderer(m_BackendRenderer);
if (m_FrontendRenderer->initialize(params)) {
return true;
}
delete m_FrontendRenderer;
}
#endif
if (m_BackendRenderer->isDirectRenderingSupported()) {
// The backend renderer can render to the display
m_FrontendRenderer = m_BackendRenderer;
@@ -409,17 +423,45 @@ void FFmpegVideoDecoder::addVideoStats(VIDEO_STATS& src, VIDEO_STATS& dst)
void FFmpegVideoDecoder::stringifyVideoStats(VIDEO_STATS& stats, char* output)
{
int offset = 0;
const char* codecString;
// Start with an empty string
output[offset] = 0;
switch (m_VideoFormat)
{
case VIDEO_FORMAT_H264:
codecString = "H.264";
break;
case VIDEO_FORMAT_H265:
codecString = "HEVC";
break;
case VIDEO_FORMAT_H265_MAIN10:
codecString = "HEVC Main 10";
break;
default:
SDL_assert(false);
codecString = "UNKNOWN";
break;
}
if (stats.receivedFps > 0) {
if (m_VideoDecoderCtx != nullptr) {
offset += sprintf(&output[offset],
"Video stream: %dx%d %.2f FPS (Codec: %s)\n",
m_VideoDecoderCtx->width,
m_VideoDecoderCtx->height,
stats.totalFps,
codecString);
}
offset += sprintf(&output[offset],
"Estimated host PC frame rate: %.2f FPS\n"
"Incoming frame rate from network: %.2f FPS\n"
"Decoding frame rate: %.2f FPS\n"
"Rendering frame rate: %.2f FPS\n",
stats.totalFps,
stats.receivedFps,
stats.decodedFps,
stats.renderedFps);
@@ -842,6 +884,13 @@ int FFmpegVideoDecoder::submitDecodeUnit(PDECODE_UNIT du)
m_Pkt.data = reinterpret_cast<uint8_t*>(m_DecodeBuffer.data());
m_Pkt.size = offset;
if (du->frameType == FRAME_TYPE_IDR) {
m_Pkt.flags = AV_PKT_FLAG_KEY;
}
else {
m_Pkt.flags = 0;
}
m_ActiveWndVideoStats.totalReassemblyTime += LiGetMillis() - du->receiveTimeMs;
Uint32 beforeDecode = SDL_GetTicks();
+1 -1
View File
@@ -1 +1 @@
2.0.0
2.2.0
+6 -5
View File
@@ -5,12 +5,12 @@ clone_depth: 1
environment:
matrix:
- APPVEYOR_BUILD_WORKER_IMAGE: Visual Studio 2019
QTDIR: C:\Qt\5.14\msvc2017_64
QTDIR: C:\Qt\5.15\msvc2019_64
ARCH: x64
- APPVEYOR_BUILD_WORKER_IMAGE: macOS
BUILD_TARGET: macos
- APPVEYOR_BUILD_WORKER_IMAGE: Visual Studio 2019
QTDIR: C:\Qt\5.14\msvc2017
QTDIR: C:\Qt\5.15\msvc2019
ARCH: x86
- APPVEYOR_BUILD_WORKER_IMAGE: Ubuntu1604
BUILD_TARGET: steamlink
@@ -21,6 +21,8 @@ environment:
install:
- sh: '[ "$BUILD_TARGET" != macos ] || nvm use node'
- sh: '[ "$BUILD_TARGET" != macos ] || npm install --global create-dmg'
- sh: '[ "$BUILD_TARGET" != macos ] || brew install qt'
- sh: '[ "$BUILD_TARGET" != macos ] || brew link --force qt'
- sh: '[ "$BUILD_TARGET" != steamlink ] || sudo apt install -y libc6:i386 libstdc++6:i386'
- sh: '[ "$BUILD_TARGET" != steamlink ] || git clone --depth=1 https://github.com/ValveSoftware/steamlink-sdk.git $HOME/steamlink-sdk'
- sh: '[ "$BUILD_TARGET" != linux ] || sudo add-apt-repository ppa:beineri/opt-qt-5.14.2-xenial'
@@ -28,9 +30,9 @@ install:
- sh: '[ "$BUILD_TARGET" != linux ] || sudo apt install -y qt514base qt514quickcontrols2 qt514svg qt514wayland nasm libgbm-dev libdrm-dev libfreetype6-dev libasound2-dev libdbus-1-dev libegl1-mesa-dev libgl1-mesa-dev libgles2-mesa-dev libglu1-mesa-dev libibus-1.0-dev libpulse-dev libudev-dev libx11-dev libxcursor-dev libxext-dev libxi-dev libxinerama-dev libxkbcommon-dev libxrandr-dev libxss-dev libxt-dev libxv-dev libxxf86vm-dev wayland-protocols libopus-dev libvdpau-dev'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export SDL2_VER=2.0.12 && wget https://www.libsdl.org/release/SDL2-$SDL2_VER.tar.gz && tar -xvf SDL2-$SDL2_VER.tar.gz && cd SDL2-$SDL2_VER && ./configure && make -j$(nproc) && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export SDL2_TTF_VER=2.0.15 && wget https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-$SDL2_TTF_VER.tar.gz && tar -xvf SDL2_ttf-$SDL2_TTF_VER.tar.gz && cd SDL2_ttf-$SDL2_TTF_VER && ./configure && make -j$(nproc) && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export LIBVA_VER=2.7.1 && wget https://github.com/intel/libva/releases/download/$LIBVA_VER/libva-$LIBVA_VER.tar.bz2 && tar -xvf libva-$LIBVA_VER.tar.bz2 && cd libva-$LIBVA_VER && ./configure && make -j$(nproc) && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export LIBVA_VER=2.8.0 && wget https://github.com/intel/libva/releases/download/$LIBVA_VER/libva-$LIBVA_VER.tar.bz2 && tar -xvf libva-$LIBVA_VER.tar.bz2 && cd libva-$LIBVA_VER && ./configure && make -j$(nproc) && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export NVHDR_VER=8.1.24.11 && wget https://github.com/FFmpeg/nv-codec-headers/releases/download/n$NVHDR_VER/nv-codec-headers-$NVHDR_VER.tar.gz && tar -xvf nv-codec-headers-$NVHDR_VER.tar.gz && cd nv-codec-headers-$NVHDR_VER && sudo make install && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export FFMPEG_VER=4.2.2 && wget https://ffmpeg.org/releases/ffmpeg-$FFMPEG_VER.tar.bz2 && tar -xvf ffmpeg-$FFMPEG_VER.tar.bz2 && cd ffmpeg-$FFMPEG_VER && ./configure $FFMPEG_CONFIGURE_ARGS && make -j$(nproc) && sudo make install && sudo ldconfig && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then export FFMPEG_VER=4.3.1 && wget https://ffmpeg.org/releases/ffmpeg-$FFMPEG_VER.tar.bz2 && tar -xvf ffmpeg-$FFMPEG_VER.tar.bz2 && cd ffmpeg-$FFMPEG_VER && ./configure $FFMPEG_CONFIGURE_ARGS && make -j$(nproc) && sudo make install && sudo ldconfig && cd ..; fi'
- sh: 'if [[ "$BUILD_TARGET" = linux ]]; then mkdir $HOME/bin && wget -O $HOME/bin/linuxdeployqt https://github.com/probonopd/linuxdeployqt/releases/download/continuous/linuxdeployqt-continuous-x86_64.AppImage && chmod a+x $HOME/bin/linuxdeployqt; fi'
before_build:
@@ -48,7 +50,6 @@ build_script:
- sh: '[ "$BUILD_TARGET" != steamlink ] || STEAMLINK_SDK_PATH=$HOME/steamlink-sdk scripts/build-steamlink-app.sh'
after_build:
- cmd: 'appveyor PushArtifact build\installer-%ARCH%-Release\MoonlightSetup-%ARCH%-%VERSION%.exe -FileName MoonlightSetup-%ARCH%-r%APPVEYOR_BUILD_NUMBER%.exe'
- cmd: 'appveyor PushArtifact build\installer-%ARCH%-Release\MoonlightPortable-%ARCH%-%VERSION%.zip -FileName MoonlightPortable-%ARCH%-r%APPVEYOR_BUILD_NUMBER%.zip'
- cmd: 'appveyor PushArtifact build\symbols-%ARCH%-Release\MoonlightDebuggingSymbols-%ARCH%-%VERSION%.zip -FileName MoonlightDebuggingSymbols-%ARCH%-r%APPVEYOR_BUILD_NUMBER%.zip'
- sh: '[ "$BUILD_TARGET" != steamlink ] || appveyor PushArtifact build/installer-release/Moonlight-SteamLink-$VERSION.zip -FileName Moonlight-SteamLink-r$APPVEYOR_BUILD_NUMBER.zip'
+13
View File
@@ -0,0 +1,13 @@
SOURCES = main.cpp
CONFIG += link_pkgconfig
# This adds /opt/vc/include to the include path which
# pulls in the BRCM GLES and EGL libraries. If we don't
# add this, we'll get the system's headers which expose
# functionality the runtime GL implementation won't have.
packagesExist(mmal) {
PKGCONFIG += mmal
}
PKGCONFIG += sdl2 egl libavcodec libavutil
+14
View File
@@ -0,0 +1,14 @@
#include <SDL_egl.h>
#include <SDL_opengles2.h>
#ifndef EGL_VERSION_1_4
#error EGLRenderer requires EGL 1.4
#endif
#ifndef GL_ES_VERSION_2_0
#error EGLRenderer requires OpenGL ES 2.0
#endif
int main() {
return 0;
}
+3 -2
View File
@@ -13,5 +13,6 @@ CONFIG(release, debug|release) {
#CONFIG += sanitizer sanitize_address
# Enable ASan for Windows
#QMAKE_CFLAGS += /fsanitize=address /MD
#LIBS += clang_rt.asan_dynamic-i386.lib clang_rt.asan_dynamic_runtime_thunk-i386.lib
#QMAKE_CFLAGS += -fsanitize=address
#QMAKE_CXXFLAGS += -fsanitize=address
#QMAKE_LFLAGS += -incremental:no -wholearchive:clang_rt.asan_dynamic-x86_64.lib -wholearchive:clang_rt.asan_dynamic_runtime_thunk-x86_64.lib
@@ -3,7 +3,7 @@
<plist version="1.0">
<dict>
<key>BuildMachineOSBuild</key>
<string>19E287</string>
<string>19G2021</string>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
@@ -27,17 +27,17 @@
<key>DTCompiler</key>
<string>com.apple.compilers.llvm.clang.1_0</string>
<key>DTPlatformBuild</key>
<string>11C505</string>
<string>11E801a</string>
<key>DTPlatformVersion</key>
<string>GM</string>
<key>DTSDKBuild</key>
<string>19B90</string>
<string>19G68</string>
<key>DTSDKName</key>
<string>macosx10.15</string>
<key>DTXcode</key>
<string>1130</string>
<string>1170</string>
<key>DTXcodeBuild</key>
<string>11C505</string>
<string>11E801a</string>
<key>LSMinimumSystemVersion</key>
<string>10.6</string>
</dict>
@@ -10,7 +10,7 @@
</data>
<key>Resources/Info.plist</key>
<data>
xIjchI5RXIIqR9iBwzwdhWVeJmQ=
k9vWJij3RA8s13h/WkHnqVv977U=
</data>
<key>Resources/LICENSE-bsd.txt</key>
<data>
@@ -57,11 +57,11 @@
<dict>
<key>hash</key>
<data>
xIjchI5RXIIqR9iBwzwdhWVeJmQ=
k9vWJij3RA8s13h/WkHnqVv977U=
</data>
<key>hash2</key>
<data>
8Rqw3j5YT+AoPOKV4JE3RuVPPDb4jHtT4tpmG0phLYc=
WME8EBqUAByTxhCypUOOYXVJiElcUNSkBXR1bxH3n5Q=
</data>
</dict>
<key>Resources/LICENSE-bsd.txt</key>
@@ -59,6 +59,7 @@
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"
#include "SDL_locale.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@@ -53,6 +53,8 @@ assert can have unique static variables associated with it.
#define SDL_TriggerBreakpoint() __debugbreak()
#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif ( defined(__APPLE__) && defined(__arm64__) ) /* this might work on other ARM targets, but this is a known quantity... */
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
@@ -246,10 +246,33 @@ extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
* \return Pointer to newly-allocated block, NULL if out of memory.
*
* \sa SDL_SIMDAlignment
* \sa SDL_SIMDRealloc
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
/**
* \brief Reallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc,
* SDL_malloc, memalign, new[], etc.
*
* \param mem The pointer obtained from SDL_SIMDAlloc. This function also
* accepts NULL, at which point this function is the same as
* calling SDL_realloc with a NULL pointer.
* \param len The length, in bytes, of the block to allocated. The actual
* allocated block might be larger due to padding, etc. Passing 0
* will return a non-NULL pointer, assuming the system isn't out of
* memory.
* \return Pointer to newly-reallocated block, NULL if out of memory.
*
* \sa SDL_SIMDAlignment
* \sa SDL_SIMDAlloc
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDRealloc(void *mem, size_t len);
/**
* \brief Deallocate memory obtained from SDL_SIMDAlloc
*
@@ -260,6 +283,7 @@ extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
* However, SDL_SIMDFree(NULL) is a legal no-op.
*
* \sa SDL_SIMDAlloc
* \sa SDL_SIMDRealloc
*/
extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr);
@@ -85,6 +85,8 @@ typedef enum
Called on Android in onResume()
*/
SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
/* Display events */
SDL_DISPLAYEVENT = 0x150, /**< Display state change */
@@ -337,21 +337,12 @@ typedef struct _SDL_Haptic SDL_Haptic;
#define SDL_HAPTIC_SPHERICAL 2
/**
* \brief Uses first axis only.
* For some device with only one axis (steering wheel,...),
* SDL_HAPTIC_CARTESIAN does not work. SDL_HAPTIC_FIRST_AXIS can be used in
* this case.
* Using SDL_HAPTIC_FIRST_AXIS is equivalent to :
* \code
* SDL_HapticDirection direction;
* direction.type = SDL_HAPTIC_CARTESIAN;
* direction.dir[0] = 1;
* direction.dir[1] = 0;
* direction.dir[2] = 0;
* \endcode
* \brief Use this value to play an effect on the steering wheel axis. This
* provides better compatibility across platforms and devices as SDL will guess
* the correct axis.
* \sa SDL_HapticDirection
*/
#define SDL_HAPTIC_FIRST_AXIS 3
#define SDL_HAPTIC_STEERING_AXIS 3
/* @} *//* Direction encodings */
@@ -461,7 +452,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
* \sa SDL_HAPTIC_POLAR
* \sa SDL_HAPTIC_CARTESIAN
* \sa SDL_HAPTIC_SPHERICAL
* \sa SDL_HAPTIC_FIRST_AXIS
* \sa SDL_HAPTIC_STEERING_AXIS
* \sa SDL_HapticEffect
* \sa SDL_HapticNumAxes
*/
@@ -369,7 +369,9 @@ extern "C" {
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
/**
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
* \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
* seeing if "true" causes more problems than it solves in modern times.
*
*/
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
@@ -694,6 +696,18 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
/**
* \brief A variable controlling whether Linux joysticks adhere their HID-defined deadzones or return unfiltered values.
* This is useful for Wine which implements its own deadzone handler if requested by games, also it enables xinput
* games to receive unfiltered values as required from the API.
*
* This variable can be set to the following values:
* "0" - Linux deadzones are not used by SDL
* "1" - Linux deadzones are used by SDL (the default)
*
*/
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
/**
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
@@ -763,6 +777,19 @@ extern "C" {
*/
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
/**
* \brief A string specifying additional information to use with SDL_SetThreadPriority.
*
* By default SDL_SetThreadPriority will make appropriate system changes in order to
* apply a thread priority. For example on systems using pthreads the scheduler policy
* is changed automatically to a policy that works well with a given priority.
* Code which has specific requirements can override SDL's default behavior with this hint.
*
* pthread hint values are "current", "other", "fifo" and "rr".
* Currently no other platform hint values are defined but may be in the future.
*/
#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
/**
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
*/
@@ -1027,6 +1054,21 @@ extern "C" {
*/
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
/**
* \brief Disable giving back control to the browser automatically
* when running with asyncify
*
* With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
* such as refreshing the screen or polling events.
*
* This hint only applies to the emscripten platform
*
* The variable can be set to the following values:
* "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
* "1" - Enable emscripten_sleep calls (the default)
*/
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
/**
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
*
@@ -1292,7 +1334,7 @@ extern "C" {
*/
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
/*
/**
* \brief Override for SDL_GetDisplayUsableBounds()
*
* If set, this hint will override the expected results for
@@ -1306,6 +1348,63 @@ extern "C" {
*/
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
/**
* \brief Specify an application name for an audio device.
*
* Some audio backends (such as PulseAudio) allow you to describe your audio
* stream. Among other things, this description might show up in a system
* control panel that lets the user adjust the volume on specific audio
* streams instead of using one giant master volume slider.
*
* This hints lets you transmit that information to the OS. The contents of
* this hint are used while opening an audio device. You should use a string
* that describes your program ("My Game 2: The Revenge")
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: probably the application's name or "SDL Application" if SDL
* doesn't have any better information.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
/**
* \brief Specify an application name for an audio device.
*
* Some audio backends (such as PulseAudio) allow you to describe your audio
* stream. Among other things, this description might show up in a system
* control panel that lets the user adjust the volume on specific audio
* streams instead of using one giant master volume slider.
*
* This hints lets you transmit that information to the OS. The contents of
* this hint are used while opening an audio device. You should use a string
* that describes your what your program is playing ("audio stream" is
* probably sufficient in many cases, but this could be useful for something
* like "team chat" if you have a headset playing VoIP audio separately).
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: "audio stream" or something similar.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
/**
* \brief Override for SDL_GetPreferredLocales()
*
* If set, this will be favored over anything the OS might report for the
* user's preferred locales. Changing this hint at runtime will not generate
* a SDL_LOCALECHANGED event (but if you can change the hint, you can push
* your own event, if you want).
*
* The format of this hint is a comma-separated list of language and locale,
* combined with an underscore, as is a common format: "en_GB". Locale is
* optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
*/
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
/**
* \brief An enumeration of hint priorities
*/
@@ -336,13 +336,13 @@ typedef enum
KMOD_NUM = 0x1000,
KMOD_CAPS = 0x2000,
KMOD_MODE = 0x4000,
KMOD_RESERVED = 0x8000
} SDL_Keymod;
KMOD_RESERVED = 0x8000,
#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL)
#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT)
#define KMOD_ALT (KMOD_LALT|KMOD_RALT)
#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI)
KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL,
KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT,
KMOD_ALT = KMOD_LALT | KMOD_RALT,
KMOD_GUI = KMOD_LGUI | KMOD_RGUI,
} SDL_Keymod;
#endif /* SDL_keycode_h_ */
@@ -0,0 +1,101 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_locale.h
*
* Include file for SDL locale services
*/
#ifndef _SDL_locale_h
#define _SDL_locale_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
typedef struct SDL_Locale
{
const char *language; /**< A language name, like "en" for English. */
const char *country; /**< A country, like "US" for America. Can be NULL. */
} SDL_Locale;
/**
* \brief Report the user's preferred locale.
*
* This returns an array of SDL_Locale structs, the final item zeroed out.
* When the caller is done with this array, it should call SDL_free() on
* the returned value; all the memory involved is allocated in a single
* block, so a single SDL_free() will suffice.
*
* Returned language strings are in the format xx, where 'xx' is an ISO-639
* language specifier (such as "en" for English, "de" for German, etc).
* Country strings are in the format YY, where "YY" is an ISO-3166 country
* code (such as "US" for the United States, "CA" for Canada, etc). Country
* might be NULL if there's no specific guidance on them (so you might get
* { "en", "US" } for American English, but { "en", NULL } means "English
* language, generically"). Language strings are never NULL, except to
* terminate the array.
*
* Please note that not all of these strings are 2 characters; some are
* three or more.
*
* The returned list of locales are in the order of the user's preference.
* For example, a German citizen that is fluent in US English and knows
* enough Japanese to navigate around Tokyo might have a list like:
* { "de", "en_US", "jp", NULL }. Someone from England might prefer British
* English (where "color" is spelled "colour", etc), but will settle for
* anything like it: { "en_GB", "en", NULL }.
*
* This function returns NULL on error, including when the platform does not
* supply this information at all.
*
* This might be a "slow" call that has to query the operating system. It's
* best to ask for this once and save the results. However, this list can
* change, usually because the user has changed a system preference outside
* of your program; SDL will send an SDL_LOCALECHANGED event in this case,
* if possible, and you can call this function again to get an updated copy
* of preferred locales.
*
* \return array of locales, terminated with a locale with a NULL language
* field. Will return NULL on error.
*/
extern DECLSPEC SDL_Locale * SDLCALL SDL_GetPreferredLocales(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"
#endif /* _SDL_locale_h */
/* vi: set ts=4 sw=4 expandtab: */
@@ -188,18 +188,22 @@ typedef enum
SDL_PIXELFORMAT_RGB332 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_332, 8, 1),
SDL_PIXELFORMAT_RGB444 =
SDL_PIXELFORMAT_XRGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_BGR444 =
SDL_PIXELFORMAT_RGB444 = SDL_PIXELFORMAT_XRGB4444,
SDL_PIXELFORMAT_XBGR4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_RGB555 =
SDL_PIXELFORMAT_BGR444 = SDL_PIXELFORMAT_XBGR4444,
SDL_PIXELFORMAT_XRGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 =
SDL_PIXELFORMAT_RGB555 = SDL_PIXELFORMAT_XRGB1555,
SDL_PIXELFORMAT_XBGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555,
SDL_PIXELFORMAT_ARGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_4444, 16, 2),
@@ -236,15 +240,17 @@ typedef enum
SDL_PIXELFORMAT_BGR24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
24, 3),
SDL_PIXELFORMAT_RGB888 =
SDL_PIXELFORMAT_XRGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_RGBX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 =
SDL_PIXELFORMAT_XBGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888,
SDL_PIXELFORMAT_BGRX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
SDL_PACKEDLAYOUT_8888, 24, 4),
@@ -96,15 +96,7 @@ typedef struct SDL_RWops
#if defined(__ANDROID__)
struct
{
void *fileNameRef;
void *inputStreamRef;
void *readableByteChannelRef;
void *readMethod;
void *assetFileDescriptorRef;
long position;
long size;
long offset;
int fd;
void *asset;
} androidio;
#elif defined(__WIN32__)
struct
@@ -577,6 +577,17 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
/* force builds using Clang's static analysis tools to use literal C runtime
here, since there are possibly tests that are ineffective otherwise. */
#if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS)
/* The analyzer knows about strlcpy even when the system doesn't provide it */
#ifndef HAVE_STRLCPY
size_t strlcpy(char* dst, const char* src, size_t size);
#endif
/* The analyzer knows about strlcat even when the system doesn't provide it */
#ifndef HAVE_STRLCAT
size_t strlcat(char* dst, const char* src, size_t size);
#endif
#define SDL_malloc malloc
#define SDL_calloc calloc
#define SDL_realloc realloc
@@ -585,16 +596,23 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
#define SDL_memcpy memcpy
#define SDL_memmove memmove
#define SDL_memcmp memcmp
#define SDL_strlen strlen
#define SDL_strlcpy strlcpy
#define SDL_strlcat strlcat
#define SDL_strlen strlen
#define SDL_wcslen wcslen
#define SDL_wcslcpy wcslcpy
#define SDL_wcslcat wcslcat
#define SDL_strdup strdup
#define SDL_wcsdup wcsdup
#define SDL_strchr strchr
#define SDL_strrchr strrchr
#define SDL_strstr strstr
#define SDL_wcsstr wcsstr
#define SDL_strtokr strtok_r
#define SDL_strcmp strcmp
#define SDL_wcscmp wcscmp
#define SDL_strncmp strncmp
#define SDL_wcsncmp wcsncmp
#define SDL_strcasecmp strcasecmp
#define SDL_strncasecmp strncasecmp
#define SDL_sscanf sscanf
@@ -198,6 +198,14 @@ extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void);
*/
extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);
/**
\brief Request permissions at runtime.
This blocks the calling thread until the permission is granted or
denied. Returns SDL_TRUE if the permission was granted.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AndroidRequestPermission(const char *permission);
#endif /* __ANDROID__ */
/* Platform specific functions for WinRT */
@@ -54,6 +54,11 @@ typedef unsigned int SDL_TLSID;
/**
* The SDL thread priority.
*
* SDL will make system changes as necessary in order to apply the thread priority.
* Code which attempts to control thread state related to priority should be aware
* that calling SDL_SetThreadPriority may alter such state.
* SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this behavior.
*
* \note On many systems you require special privileges to set high or time critical priority.
*/
typedef enum {
@@ -204,10 +204,9 @@ extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void);
*
* \sa SDL_Vulkan_CreateSurface()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(
SDL_Window *window,
unsigned int *pCount,
const char **pNames);
extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(SDL_Window *window,
unsigned int *pCount,
const char **pNames);
/**
* \brief Create a Vulkan rendering surface for a window.
@@ -238,10 +237,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(
*
* \sa SDL_Vulkan_GetInstanceExtensions()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(
SDL_Window *window,
VkInstance instance,
VkSurfaceKHR* surface);
extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window,
VkInstance instance,
VkSurfaceKHR* surface);
/**
* \brief Get the size of a window's underlying drawable in pixels (for use
@@ -3,7 +3,7 @@
<plist version="1.0">
<dict>
<key>BuildMachineOSBuild</key>
<string>19E287</string>
<string>19G2021</string>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
@@ -31,17 +31,17 @@
<key>DTCompiler</key>
<string>com.apple.compilers.llvm.clang.1_0</string>
<key>DTPlatformBuild</key>
<string>11C505</string>
<string>11E801a</string>
<key>DTPlatformVersion</key>
<string>GM</string>
<key>DTSDKBuild</key>
<string>19B90</string>
<string>19G68</string>
<key>DTSDKName</key>
<string>macosx10.15</string>
<key>DTXcode</key>
<string>1130</string>
<string>1170</string>
<key>DTXcodeBuild</key>
<string>11C505</string>
<string>11E801a</string>
<key>LSMinimumSystemVersion</key>
<string>10.6</string>
</dict>
Binary file not shown.
@@ -6,7 +6,7 @@
<dict>
<key>Resources/Info.plist</key>
<data>
kQWsUbAzKB6cDjSyOGRQOM++OWk=
sh0oOLkdzcvMFVtkzp3NXS7VQh4=
</data>
<key>Resources/License.txt</key>
<data>
@@ -18,7 +18,7 @@
</data>
<key>Resources/default.metallib</key>
<data>
dF9gKJnv0WdQs57PRAzLo+EyGAA=
awST523PmC36+lehlmfUr/pwZko=
</data>
</dict>
<key>files2</key>
@@ -27,31 +27,31 @@
<dict>
<key>cdhash</key>
<data>
p2lcvvUyS6Ahs1nLqMaQaVfaN6Y=
pFEaabK4ZTzSRMngHXqK2k/a6tE=
</data>
<key>requirement</key>
<string>cdhash H"51df5d325062884d3b15aea099188c86a0e1e261" or cdhash H"a7695cbef5324ba021b359cba8c6906957da37a6"</string>
<string>cdhash H"41e662828193db1f141e133758d4455d73697c3d" or cdhash H"a4511a69b2b8653cd244c9e01d7a8ada4fdaead1"</string>
</dict>
<key>Headers/SDL.h</key>
<dict>
<key>hash</key>
<data>
y6Zw1zugKvy7YINfHUZioLU3h7c=
o3KVp4++KuUyoa+pJDOXTKG80xY=
</data>
<key>hash2</key>
<data>
GRE94BY3eDOjtR9EDg6HtLEJAZjYaNV+dq4yfaEVj+U=
CLsLV07G2/+c6GGLTVZh91FNYojAHOsuglk/oCKmlso=
</data>
</dict>
<key>Headers/SDL_assert.h</key>
<dict>
<key>hash</key>
<data>
aeaMLHO4nr+PB14hBzqp6ZOQMqU=
FwT1P3mJzGKC9r+NdzApvnBKWB0=
</data>
<key>hash2</key>
<data>
BvLXUx+Vfr2uygauOVYH8TxUkdOjRrpuC51187UhoCU=
P97E6oE7Pm/2Rd/sQI2lfnboN3OaLWfA4fzXc4lHSW0=
</data>
</dict>
<key>Headers/SDL_atomic.h</key>
@@ -146,11 +146,11 @@
<dict>
<key>hash</key>
<data>
/DTS3Ju22TmH5Qrr4Sy4TfDdlcc=
YjRdjce9KUBEQg0r9+V22aY6/tU=
</data>
<key>hash2</key>
<data>
pPVS8mDMD17ThwISdh+NEXGOqQkOOClFoU0ylYgDNSM=
rOaeQwxwi97aliYs+g6rDQlSNO8BjTDD9tnx/2CcyjI=
</data>
</dict>
<key>Headers/SDL_endian.h</key>
@@ -179,11 +179,11 @@
<dict>
<key>hash</key>
<data>
K/UpbzGqq8vPXCNo//37Qod99bU=
06e1jUIsAc9O803iXrh2jmdbXuM=
</data>
<key>hash2</key>
<data>
ndL6QYSkZleJN4Va0neG0C1cytQi6sN2YRBZNqg0KGU=
6pGmPxZapBntgteeWW4BRZnhLf1R4CvlFsk60Xd3BPs=
</data>
</dict>
<key>Headers/SDL_filesystem.h</key>
@@ -223,22 +223,22 @@
<dict>
<key>hash</key>
<data>
A5VM8GOD6pgO+5umTAfGePUVpKE=
M0Oo9dh3zLva6qpGJhBbgAxAIuY=
</data>
<key>hash2</key>
<data>
GNOzk3bli3Um2gMNnpq6O6rl97hq0dZfj5BIgDSfl9A=
Nef5r8Bidx1FeTffn9+uzNZMlwxu1J37V4LOzOibxx4=
</data>
</dict>
<key>Headers/SDL_hints.h</key>
<dict>
<key>hash</key>
<data>
2fcgomKzlDXR0nG2BTecGYNI2fw=
/SzqZQDEmBA9aPLBuEQJLeHNGv4=
</data>
<key>hash2</key>
<data>
c8vMBfNzwpL6I0l2aghiLSNE3c/ZmOnQCIJCucACo7k=
17+Nv9lXJBOkimhfhtzZJcBqVKWf8z5tK/KQrvvU9xE=
</data>
</dict>
<key>Headers/SDL_joystick.h</key>
@@ -267,11 +267,11 @@
<dict>
<key>hash</key>
<data>
gMeCtdre9A0i6YsiBcA9UYyFU2M=
Fwnbxg/6DtHaQufmjH9Sx/zbF+A=
</data>
<key>hash2</key>
<data>
7q8a96GCxzmM/IeuC5Qe6HdURJ/tkw7ZE+w1EB05MMU=
m69IH60aX73QRefpJOur+rWzKRZJH9RF7P4LNUxti+g=
</data>
</dict>
<key>Headers/SDL_loadso.h</key>
@@ -285,6 +285,17 @@
bpcu/Ms5CE5EHVV1zXIfWghw8JM8qB2114xfsIUBPeE=
</data>
</dict>
<key>Headers/SDL_locale.h</key>
<dict>
<key>hash</key>
<data>
JCF6SSXRcv6uAPICgwmTq+WsVZs=
</data>
<key>hash2</key>
<data>
SYFN/L2S2pKTNZQe4dGUKTPTFXbqXZlZ3Vyl4y5wZ8s=
</data>
</dict>
<key>Headers/SDL_log.h</key>
<dict>
<key>hash</key>
@@ -454,11 +465,11 @@
<dict>
<key>hash</key>
<data>
U6CRAlpSfGNDzBGXdbi4oftVkwU=
dk4R8c81l+WVpQ9ueWDS2SGuXkA=
</data>
<key>hash2</key>
<data>
DgjII2f8X5emc/fKsW0hur9MGpTs8qpaTHe/NC7WdGE=
AQ9Th5IdVLO2XfkpMUuZAqxtYQXaQiiiHQVjTJyRq2g=
</data>
</dict>
<key>Headers/SDL_platform.h</key>
@@ -531,11 +542,11 @@
<dict>
<key>hash</key>
<data>
DLm3FArKEgTtJ69RUmMmUvF0NsI=
FWcGz9/xlaBkrR1vdvYvDibFPhg=
</data>
<key>hash2</key>
<data>
FIL6cT/Y+0AXFs3GF9EJ3m2pbkmMJxT/I+LuZP4/JrU=
OWI95ONgZvdn/FBJfMHV1BQWKQjx5LBN7MYuXwAadgg=
</data>
</dict>
<key>Headers/SDL_scancode.h</key>
@@ -575,11 +586,11 @@
<dict>
<key>hash</key>
<data>
smZhl9uPKfaFlYEpDbqiYDUGseY=
q9VYwFS+f9MaSiVwltDDrBpP8+o=
</data>
<key>hash2</key>
<data>
h9ZnfoqEmhF2HFFwjE00RNDngk+Lg0Fth+XPTKM/OdA=
hfUwgCUrzO8oRZglsZlgHLqCVGo4tlorFxvRjh+d/A8=
</data>
</dict>
<key>Headers/SDL_surface.h</key>
@@ -597,11 +608,11 @@
<dict>
<key>hash</key>
<data>
3tHnp+2bdRcZ3HH7EKLtOcbMlWQ=
iiUlVUMHJLVYtZYy8fesmrBw71U=
</data>
<key>hash2</key>
<data>
ZwR9c/Bto10ts3gyJZgBeZEDkcfYBxbXqZYho1rDulI=
SmI4OODh0gdcy0WduqkDD+AGZI66vpEOgPEXc7JY3sM=
</data>
</dict>
<key>Headers/SDL_syswm.h</key>
@@ -619,11 +630,11 @@
<dict>
<key>hash</key>
<data>
3tGB/eQF+z1hhlWNiw4xuJ6c0NA=
bN9PvUNyNE5PSLQzjdF4b38bzRY=
</data>
<key>hash2</key>
<data>
7WhLanB12mw0SlTjQFEZzDejcHmHtq/wBtc7oujsSSQ=
MymOftu/SUBMl4mrBetXv06hTmexfmEwWFuvGoMdmT8=
</data>
</dict>
<key>Headers/SDL_timer.h</key>
@@ -685,11 +696,11 @@
<dict>
<key>hash</key>
<data>
0R0iBIIZHeiqfvyj+3+sbtepfwo=
Hd6qVU8OT67v88A0rMVhZpceGQg=
</data>
<key>hash2</key>
<data>
ZUl2Z6rj4rI2+mitJQB2d+4hTIuTIzVf0fr7KM9hgKw=
rD48rqfdCs8UEGgpQilcPwZo50sH0NXKds0uYKXnkc8=
</data>
</dict>
<key>Headers/begin_code.h</key>
@@ -718,11 +729,11 @@
<dict>
<key>hash</key>
<data>
kQWsUbAzKB6cDjSyOGRQOM++OWk=
sh0oOLkdzcvMFVtkzp3NXS7VQh4=
</data>
<key>hash2</key>
<data>
z/sm5HUSHetKQYB64C+hQcCeWrT1zzAW5tX83K65RQ0=
RWZqKrfBsPmghlDP7CT9Jf6NcUep+mHS5mvZnMIuieY=
</data>
</dict>
<key>Resources/License.txt</key>
@@ -751,11 +762,11 @@
<dict>
<key>hash</key>
<data>
dF9gKJnv0WdQs57PRAzLo+EyGAA=
awST523PmC36+lehlmfUr/pwZko=
</data>
<key>hash2</key>
<data>
A5lFX3lFIAtu4Lxgjh7TXdIVDe0n6G1iPofA+3H+xMA=
+Foetj5EZqEAqjfkJcaUPc5XEgo/kcNG4bP0vzWuVHA=
</data>
</dict>
</dict>
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -47,6 +47,7 @@ SOURCES += \
$$COMMON_C_DIR/src/AudioStream.c \
$$COMMON_C_DIR/src/ByteBuffer.c \
$$COMMON_C_DIR/src/Connection.c \
$$COMMON_C_DIR/src/ConnectionTester.c \
$$COMMON_C_DIR/src/ControlStream.c \
$$COMMON_C_DIR/src/FakeCallbacks.c \
$$COMMON_C_DIR/src/InputStream.c \
+2 -1
View File
@@ -11,7 +11,7 @@ win32:!winrt {
SUBDIRS += AntiHooking
app.depends += AntiHooking
}
!winrt {
!winrt:win32|macx {
SUBDIRS += soundio
app.depends += soundio
}
@@ -22,3 +22,4 @@ CONFIG += debug_and_release
# Run our compile tests
load(configure)
qtCompileTest(SL)
qtCompileTest(EGL)
+1 -1
View File
@@ -40,7 +40,7 @@ popd
echo Compiling Moonlight in $BUILD_CONFIG configuration
pushd $BUILD_FOLDER
make $(echo "$BUILD_CONFIG" | tr '[:upper:]' '[:lower:]') || fail "Make failed!"
make -j$(sysctl -n hw.logicalcpu) $(echo "$BUILD_CONFIG" | tr '[:upper:]' '[:lower:]') || fail "Make failed!"
popd
echo Saving dSYM file
+3 -1
View File
@@ -9,9 +9,11 @@ set ARCH=%2
rem Convert to lower case for windeployqt
if /I "%BUILD_CONFIG%"=="debug" (
set BUILD_CONFIG=debug
set WIX_MUMS=10
) else (
if /I "%BUILD_CONFIG%"=="release" (
set BUILD_CONFIG=release
set WIX_MUMS=10
) else (
if /I "%BUILD_CONFIG%"=="signed-release" (
set BUILD_CONFIG=release
@@ -77,7 +79,7 @@ popd
echo Compiling Moonlight in %BUILD_CONFIG% configuration
pushd %BUILD_FOLDER%
nmake %BUILD_CONFIG%
%SOURCE_ROOT%\scripts\jom.exe %BUILD_CONFIG%
if !ERRORLEVEL! NEQ 0 goto Error
popd
BIN
View File
Binary file not shown.
+12
View File
@@ -23,6 +23,18 @@
<MajorUpgrade DowngradeErrorMessage="A newer version of [ProductName] is already installed." Schedule="afterInstallInitialize" />
<MediaTemplate CompressionLevel="high" EmbedCab="yes" />
<Property Id="MPSSVC_START">
<RegistrySearch Id="MpsSvcStart"
Root="HKLM"
Key="System\CurrentControlSet\Services\MpsSvc"
Name="Start"
Type="raw" />
</Property>
<Condition Message="Setup cannot proceed because the Windows Firewall service has been improperly disabled or stopped. You must start the Windows Firewall service (MpsSvc) to continue. If you would like to disable Windows Firewall properly, use the Windows Firewall options in Control Panel.">
<![CDATA[Installed OR MPSSVC_START="#2"]]>
</Condition>
<?if $(var.Platform) = x64 ?>
<?define PlatformProgramFilesFolder = "ProgramFiles64Folder" ?>
<?else ?>