LookingGlass/client/src/app.c

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/**
* Looking Glass
* Copyright (C) 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "app.h"
#include "main.h"
#include "core.h"
#include "util.h"
#include "clipboard.h"
#include "ll.h"
#include "kb.h"
#include "common/debug.h"
#include "common/stringutils.h"
#include "interface/overlay.h"
#include "overlays.h"
#include "cimgui.h"
#include <stdarg.h>
#include <math.h>
#include <string.h>
#define ALERT_TIMEOUT 2000000
bool app_isRunning(void)
{
return
g_state.state == APP_STATE_RUNNING ||
g_state.state == APP_STATE_RESTART;
}
bool app_isCaptureMode(void)
{
return g_cursor.grab;
}
bool app_isCaptureOnlyMode(void)
{
return g_params.captureInputOnly;
}
bool app_isFormatValid(void)
{
return g_state.formatValid;
}
void app_updateCursorPos(double x, double y)
{
g_cursor.pos.x = x;
g_cursor.pos.y = y;
g_cursor.valid = true;
if (g_state.overlayInput)
g_state.io->MousePos = (ImVec2) { x * g_state.windowScale, y * g_state.windowScale };
}
void app_handleFocusEvent(bool focused)
{
g_state.focused = focused;
if (!core_inputEnabled())
{
if (!focused && g_params.minimizeOnFocusLoss && app_getFullscreen())
g_state.ds->minimize();
return;
}
if (!focused)
{
core_setGrabQuiet(false);
core_setCursorInView(false);
if (g_params.releaseKeysOnFocusLoss)
for (int key = 0; key < KEY_MAX; key++)
if (g_state.keyDown[key])
app_handleKeyRelease(key);
if (!g_params.showCursorDot)
g_state.ds->setPointer(LG_POINTER_NONE);
if (g_params.minimizeOnFocusLoss)
g_state.ds->minimize();
}
g_cursor.realign = true;
g_state.ds->realignPointer();
}
void app_handleEnterEvent(bool entered)
{
if (entered)
{
g_cursor.inWindow = true;
if (!core_inputEnabled())
return;
g_cursor.realign = true;
}
else
{
g_cursor.inWindow = false;
core_setCursorInView(false);
if (!core_inputEnabled())
return;
if (!g_params.alwaysShowCursor)
g_cursor.draw = false;
g_cursor.redraw = true;
}
}
void app_clipboardRelease(void)
{
if (!g_params.clipboardToVM)
return;
spice_clipboard_release();
}
void app_clipboardNotifyTypes(const LG_ClipboardData types[], int count)
{
if (!g_params.clipboardToVM)
return;
if (count == 0)
{
spice_clipboard_release();
return;
}
SpiceDataType conv[count];
for(int i = 0; i < count; ++i)
conv[i] = cb_lgTypeToSpiceType(types[i]);
spice_clipboard_grab(conv, count);
}
void app_clipboardNotifySize(const LG_ClipboardData type, size_t size)
{
if (!g_params.clipboardToVM)
return;
if (type == LG_CLIPBOARD_DATA_NONE)
{
spice_clipboard_release();
return;
}
g_state.cbType = cb_lgTypeToSpiceType(type);
g_state.cbChunked = size > 0;
g_state.cbXfer = size;
spice_clipboard_data_start(g_state.cbType, size);
}
void app_clipboardData(const LG_ClipboardData type, uint8_t * data, size_t size)
{
if (!g_params.clipboardToVM)
return;
if (g_state.cbChunked && size > g_state.cbXfer)
{
DEBUG_ERROR("refusing to send more then cbXfer bytes for chunked xfer");
size = g_state.cbXfer;
}
if (!g_state.cbChunked)
spice_clipboard_data_start(g_state.cbType, size);
spice_clipboard_data(g_state.cbType, data, (uint32_t)size);
g_state.cbXfer -= size;
}
void app_clipboardRequest(const LG_ClipboardReplyFn replyFn, void * opaque)
{
if (!g_params.clipboardToLocal)
return;
struct CBRequest * cbr = (struct CBRequest *)malloc(sizeof(struct CBRequest));
cbr->type = g_state.cbType;
cbr->replyFn = replyFn;
cbr->opaque = opaque;
ll_push(g_state.cbRequestList, cbr);
spice_clipboard_request(g_state.cbType);
}
void spiceClipboardNotice(const SpiceDataType type)
{
if (!g_params.clipboardToLocal)
return;
if (!g_state.cbAvailable)
return;
g_state.cbType = type;
g_state.ds->cbNotice(cb_spiceTypeToLGType(type));
}
static int mapSpiceToImGuiButton(uint32_t button)
{
switch (button)
{
case 1: // SPICE_MOUSE_BUTTON_LEFT
return ImGuiMouseButton_Left;
case 2: // SPICE_MOUSE_BUTTON_MIDDLE
return ImGuiMouseButton_Middle;
case 3: // SPICE_MOUSE_BUTTON_RIGHT
return ImGuiMouseButton_Right;
}
return -1;
}
void app_handleButtonPress(int button)
{
g_cursor.buttons |= (1U << button);
if (g_state.overlayInput)
{
int igButton = mapSpiceToImGuiButton(button);
if (igButton != -1)
g_state.io->MouseDown[igButton] = true;
return;
}
if (!core_inputEnabled() || !g_cursor.inView)
return;
if (!spice_mouse_press(button))
DEBUG_ERROR("app_handleButtonPress: failed to send message");
}
void app_handleButtonRelease(int button)
{
g_cursor.buttons &= ~(1U << button);
if (g_state.overlayInput)
{
int igButton = mapSpiceToImGuiButton(button);
if (igButton != -1)
g_state.io->MouseDown[igButton] = false;
return;
}
if (!core_inputEnabled())
return;
if (!spice_mouse_release(button))
DEBUG_ERROR("app_handleButtonRelease: failed to send message");
}
void app_handleKeyPress(int sc)
{
if (sc == g_params.escapeKey && !g_state.escapeActive)
{
g_state.escapeActive = true;
g_state.escapeTime = microtime();
g_state.escapeAction = -1;
return;
}
if (g_state.escapeActive)
{
g_state.escapeAction = sc;
return;
}
if (g_state.overlayInput)
{
g_state.io->KeysDown[sc] = true;
return;
}
if (!core_inputEnabled())
return;
if (g_params.ignoreWindowsKeys && (sc == KEY_LEFTMETA || sc == KEY_RIGHTMETA))
return;
if (!g_state.keyDown[sc])
{
uint32_t ps2 = xfree86_to_ps2[sc];
if (!ps2)
return;
if (spice_key_down(ps2))
g_state.keyDown[sc] = true;
else
{
DEBUG_ERROR("app_handleKeyPress: failed to send message");
return;
}
}
}
void app_handleKeyRelease(int sc)
{
if (g_state.escapeActive)
{
if (g_state.escapeAction == -1)
{
if (!g_state.escapeHelp && g_params.useSpiceInput && !g_state.overlayInput)
core_setGrab(!g_cursor.grab);
}
else
{
KeybindHandle handle = g_state.bindings[sc];
if (handle)
{
handle->callback(sc, handle->opaque);
return;
}
}
if (sc == g_params.escapeKey)
g_state.escapeActive = false;
}
if (!core_inputEnabled())
return;
if (g_state.overlayInput)
{
g_state.io->KeysDown[sc] = false;
return;
}
// avoid sending key up events when we didn't send a down
if (!g_state.keyDown[sc])
return;
if (g_params.ignoreWindowsKeys && (sc == KEY_LEFTMETA || sc == KEY_RIGHTMETA))
return;
uint32_t ps2 = xfree86_to_ps2[sc];
if (!ps2)
return;
if (spice_key_up(ps2))
g_state.keyDown[sc] = false;
else
{
DEBUG_ERROR("app_handleKeyRelease: failed to send message");
return;
}
}
2021-01-29 04:02:29 +00:00
void app_handleMouseRelative(double normx, double normy,
double rawx, double rawy)
{
if (g_state.overlayInput)
return;
if (g_cursor.grab)
{
if (g_params.rawMouse)
core_handleMouseGrabbed(rawx, rawy);
else
core_handleMouseGrabbed(normx, normy);
}
else
if (g_cursor.inWindow)
core_handleMouseNormal(normx, normy);
}
// On some display servers normal cursor logic does not work due to the lack of
// cursor warp support. Instead, we attempt a best-effort emulation which works
// with a 1:1 mouse movement patch applied in the guest. For anything fancy, use
// capture mode.
void app_handleMouseBasic()
{
/* do not pass mouse events to the guest if we do not have focus */
if (!g_cursor.guest.valid || !g_state.haveSrcSize || !g_state.focused || g_state.overlayInput)
return;
if (!core_inputEnabled())
return;
const bool inView =
g_cursor.pos.x >= g_state.dstRect.x &&
g_cursor.pos.x < g_state.dstRect.x + g_state.dstRect.w &&
g_cursor.pos.y >= g_state.dstRect.y &&
g_cursor.pos.y < g_state.dstRect.y + g_state.dstRect.h;
core_setCursorInView(inView);
[client] spice/wayland: improve cursor tracking logic One of the major issues with the old tracking code is a data race between the cursor thread updating g_cursor.guest and the app_handleMouseBasic function. Specifically, the latter may have sent mouse input via spice that has not been processed by the guest and updated g_cursor.guest, but the guest may overwrite g_cursor.guest to a previous state before the input is processed. This causes some movements to be doubled. Eventually, the cursor positions will synchronize, but this nevertheless causes a lot of jitter. In this commit, we introduce a new field g_cursor.projected, which is unambiguously the position of the cursor after taking into account all the input already sent via spice. This is synced up to the guest cursor upon entering the window and when the host restarts. Afterwards, all mouse movements will be based on this position. This eliminates all cursor jitter as far as I could tell. Also, the cursor is now synced to the host position when exiting capture mode. A downside of this commit is that if the 1:1 movement patch is not correctly applied, the cursor position would be wildly off instead of simply jittering, but that is an unsupported configuration and should not matter. Also unsupported is when an application in guest moves the cursor programmatically and bypassing spice. When using those applications, capture mode must be on. Before this commit, we try to move the guest cursor back to where it should be, but it's inherently fragile and may lead to scenarios such as wild movements in first-person shooters.
2021-01-21 02:05:50 +00:00
/* translate the current position to guest coordinate space */
struct DoublePoint guest;
util_localCurToGuest(&guest);
int x = (int) round(util_clamp(guest.x, 0, g_state.srcSize.x) -
g_cursor.projected.x);
int y = (int) round(util_clamp(guest.y, 0, g_state.srcSize.y) -
g_cursor.projected.y);
if (!x && !y)
return;
[client] spice/wayland: improve cursor tracking logic One of the major issues with the old tracking code is a data race between the cursor thread updating g_cursor.guest and the app_handleMouseBasic function. Specifically, the latter may have sent mouse input via spice that has not been processed by the guest and updated g_cursor.guest, but the guest may overwrite g_cursor.guest to a previous state before the input is processed. This causes some movements to be doubled. Eventually, the cursor positions will synchronize, but this nevertheless causes a lot of jitter. In this commit, we introduce a new field g_cursor.projected, which is unambiguously the position of the cursor after taking into account all the input already sent via spice. This is synced up to the guest cursor upon entering the window and when the host restarts. Afterwards, all mouse movements will be based on this position. This eliminates all cursor jitter as far as I could tell. Also, the cursor is now synced to the host position when exiting capture mode. A downside of this commit is that if the 1:1 movement patch is not correctly applied, the cursor position would be wildly off instead of simply jittering, but that is an unsupported configuration and should not matter. Also unsupported is when an application in guest moves the cursor programmatically and bypassing spice. When using those applications, capture mode must be on. Before this commit, we try to move the guest cursor back to where it should be, but it's inherently fragile and may lead to scenarios such as wild movements in first-person shooters.
2021-01-21 02:05:50 +00:00
g_cursor.projected.x += x;
g_cursor.projected.y += y;
if (!spice_mouse_motion(x, y))
DEBUG_ERROR("failed to send mouse motion message");
}
[client] spice/wayland: improve cursor tracking logic One of the major issues with the old tracking code is a data race between the cursor thread updating g_cursor.guest and the app_handleMouseBasic function. Specifically, the latter may have sent mouse input via spice that has not been processed by the guest and updated g_cursor.guest, but the guest may overwrite g_cursor.guest to a previous state before the input is processed. This causes some movements to be doubled. Eventually, the cursor positions will synchronize, but this nevertheless causes a lot of jitter. In this commit, we introduce a new field g_cursor.projected, which is unambiguously the position of the cursor after taking into account all the input already sent via spice. This is synced up to the guest cursor upon entering the window and when the host restarts. Afterwards, all mouse movements will be based on this position. This eliminates all cursor jitter as far as I could tell. Also, the cursor is now synced to the host position when exiting capture mode. A downside of this commit is that if the 1:1 movement patch is not correctly applied, the cursor position would be wildly off instead of simply jittering, but that is an unsupported configuration and should not matter. Also unsupported is when an application in guest moves the cursor programmatically and bypassing spice. When using those applications, capture mode must be on. Before this commit, we try to move the guest cursor back to where it should be, but it's inherently fragile and may lead to scenarios such as wild movements in first-person shooters.
2021-01-21 02:05:50 +00:00
void app_resyncMouseBasic()
{
if (!g_cursor.guest.valid)
return;
g_cursor.projected.x = g_cursor.guest.x + g_cursor.guest.hx;
g_cursor.projected.y = g_cursor.guest.y + g_cursor.guest.hy;
}
void app_updateWindowPos(int x, int y)
{
g_state.windowPos.x = x;
g_state.windowPos.y = y;
}
void app_handleResizeEvent(int w, int h, double scale, const struct Border border)
{
memcpy(&g_state.border, &border, sizeof(border));
/* don't do anything else if the window dimensions have not changed */
if (g_state.windowW == w && g_state.windowH == h && g_state.windowScale == scale)
return;
g_state.windowW = w;
g_state.windowH = h;
g_state.windowCX = w / 2;
g_state.windowCY = h / 2;
g_state.windowScale = scale;
core_updatePositionInfo();
if (core_inputEnabled())
{
/* if the window is moved/resized causing a loss of focus while grabbed, it
* makes it impossible to re-focus the window, so we quietly re-enter
* capture if we were already in it */
if (g_cursor.grab)
{
core_setGrabQuiet(false);
core_setGrabQuiet(true);
}
core_alignToGuest();
}
}
void app_invalidateWindow(void)
{
atomic_store(&g_state.invalidateWindow, true);
lgSignalEvent(g_state.frameEvent);
}
void app_handleCloseEvent(void)
{
if (!g_params.ignoreQuit || !g_cursor.inView)
g_state.state = APP_STATE_SHUTDOWN;
}
void app_handleRenderEvent(const uint64_t timeUs)
{
if (!g_state.escapeActive)
{
if (g_state.escapeHelp)
{
g_state.escapeHelp = false;
}
}
else
{
if (!g_state.escapeHelp && timeUs - g_state.escapeTime > g_params.helpMenuDelayUs)
{
g_state.escapeHelp = true;
}
}
}
void app_setFullscreen(bool fs)
{
g_state.ds->setFullscreen(fs);
}
bool app_getFullscreen(void)
{
return g_state.ds->getFullscreen();
}
bool app_getProp(LG_DSProperty prop, void * ret)
{
return g_state.ds->getProp(prop, ret);
}
#ifdef ENABLE_EGL
EGLDisplay app_getEGLDisplay(void)
{
return g_state.ds->getEGLDisplay();
}
EGLNativeWindowType app_getEGLNativeWindow(void)
{
return g_state.ds->getEGLNativeWindow();
}
void app_eglSwapBuffers(EGLDisplay display, EGLSurface surface, const struct Rect * damage, int count)
{
g_state.ds->eglSwapBuffers(display, surface, damage, count);
}
#endif
#ifdef ENABLE_OPENGL
LG_DSGLContext app_glCreateContext(void)
{
return g_state.ds->glCreateContext();
}
void app_glDeleteContext(LG_DSGLContext context)
{
g_state.ds->glDeleteContext(context);
}
void app_glMakeCurrent(LG_DSGLContext context)
{
g_state.ds->glMakeCurrent(context);
}
void app_glSetSwapInterval(int interval)
{
g_state.ds->glSetSwapInterval(interval);
}
void app_glSwapBuffers(void)
{
g_state.ds->glSwapBuffers();
}
#endif
void app_alert(LG_MsgAlert type, const char * fmt, ...)
{
if (!g_state.lgr || !g_params.showAlerts)
return;
char * buffer;
va_list args;
va_start(args, fmt);
valloc_sprintf(&buffer, fmt, args);
va_end(args);
free(g_state.alertMessage);
g_state.alertMessage = buffer;
g_state.alertTimeout = microtime() + ALERT_TIMEOUT;
g_state.alertType = type;
g_state.alertShow = true;
}
KeybindHandle app_registerKeybind(int sc, KeybindFn callback, void * opaque, const char * description)
{
// don't allow duplicate binds
if (g_state.bindings[sc])
{
DEBUG_INFO("Key already bound");
return NULL;
}
KeybindHandle handle = (KeybindHandle)malloc(sizeof(struct KeybindHandle));
handle->sc = sc;
handle->callback = callback;
handle->opaque = opaque;
g_state.bindings[sc] = handle;
g_state.keyDescription[sc] = description;
return handle;
}
void app_releaseKeybind(KeybindHandle * handle)
{
if (!*handle)
return;
g_state.bindings[(*handle)->sc] = NULL;
free(*handle);
*handle = NULL;
}
void app_releaseAllKeybinds(void)
{
for(int i = 0; i < KEY_MAX; ++i)
if (g_state.bindings[i])
{
free(g_state.bindings[i]);
g_state.bindings[i] = NULL;
}
}
GraphHandle app_registerGraph(const char * name, RingBuffer buffer, float min, float max)
{
return overlayGraph_register(name, buffer, min, max);
}
void app_unregisterGraph(GraphHandle handle)
{
overlayGraph_unregister(handle);
}
struct Overlay
{
const struct LG_OverlayOps * ops;
void * udata;
int lastRectCount;
struct Rect lastRects[MAX_OVERLAY_RECTS];
};
void app_registerOverlay(const struct LG_OverlayOps * ops, void * params)
{
ASSERT_LG_OVERLAY_VALID(ops);
void * udata;
if (!ops->init(&udata, params))
{
DEBUG_ERROR("Overlay `%s` failed to initialize", ops->name);
return;
}
struct Overlay * overlay = malloc(sizeof(struct Overlay));
overlay->ops = ops;
overlay->udata = udata;
overlay->lastRectCount = 0;
ll_push(g_state.overlays, overlay);
}
static inline void mergeRect(struct Rect * dest, const struct Rect * a, const struct Rect * b)
{
int x2 = max(a->x + a->w, b->x + b->w);
int y2 = max(a->y + a->h, b->y + b->h);
dest->x = min(a->x, b->x);
dest->y = min(a->y, b->y);
dest->w = x2 - dest->x;
dest->h = y2 - dest->y;
}
int app_renderOverlay(struct Rect * rects, int maxRects)
{
int totalRects = 0;
bool totalDamage = false;
struct Overlay * overlay;
struct Rect buffer[MAX_OVERLAY_RECTS];
igNewFrame();
if (g_state.overlayInput)
{
totalDamage = true;
ImDrawList_AddRectFilled(igGetBackgroundDrawListNil(), (ImVec2) { 0.0f , 0.0f },
g_state.io->DisplaySize, 0xCC000000, 0, 0);
}
// render the overlays
for (ll_reset(g_state.overlays);
ll_walk(g_state.overlays, (void **)&overlay); )
{
const int written =
overlay->ops->render(overlay->udata, false, buffer, MAX_OVERLAY_RECTS);
// It is an error to run out of rectangles, because we will not be able to
// correctly calculate the damage of the next frame.
assert(written >= 0);
const int toAdd = max(written, overlay->lastRectCount);
totalDamage |= toAdd > maxRects;
if (!totalDamage && toAdd)
{
int i = 0;
for (; i < overlay->lastRectCount && i < written; ++i)
mergeRect(rects + i, buffer + i, overlay->lastRects + i);
// only one of the following memcpys will copy non-zero bytes.
memcpy(rects + i, buffer + i, (written - i) * sizeof(struct Rect));
memcpy(rects + i, overlay->lastRects + i, (overlay->lastRectCount - i) * sizeof(struct Rect));
rects += toAdd;
totalRects += toAdd;
maxRects -= toAdd;
}
memcpy(overlay->lastRects, buffer, sizeof(struct Rect) * written);
overlay->lastRectCount = written;
}
igRender();
return totalDamage ? -1 : totalRects;
}
void app_freeOverlays(void)
{
struct Overlay * overlay;
while(ll_shift(g_state.overlays, (void **)&overlay))
{
overlay->ops->free(overlay->udata);
free(overlay);
}
}