LookingGlass/client/src/core.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 "core.h"
#include "main.h"
#include "app.h"
#include "util.h"
#include "common/time.h"
#include "common/debug.h"
#include "common/array.h"
#include <assert.h>
#include <math.h>
#define RESIZE_TIMEOUT (10 * 1000) // 10ms
bool core_inputEnabled(void)
{
return g_params.useSpiceInput && !g_state.ignoreInput &&
((g_cursor.grab && g_params.captureInputOnly) || !g_params.captureInputOnly);
}
void core_setCursorInView(bool enable)
{
// if the state has not changed, don't do anything else
if (g_cursor.inView == enable)
return;
if (enable && !g_state.focused)
return;
// do not allow the view to become active if any mouse buttons are being held,
// this fixes issues with meta window resizing.
if (enable && g_cursor.buttons)
return;
g_cursor.inView = enable;
g_cursor.draw = (g_params.alwaysShowCursor || g_params.captureInputOnly)
? true : enable;
g_cursor.redraw = true;
/* if the display server does not support warp, then we can not operate in
* always relative mode and we should not grab the pointer */
enum LG_DSWarpSupport warpSupport = LG_DS_WARP_NONE;
app_getProp(LG_DS_WARP_SUPPORT, &warpSupport);
g_cursor.warpState = enable ? WARP_STATE_ON : WARP_STATE_OFF;
if (enable)
{
if (g_params.hideMouse)
g_state.ds->setPointer(LG_POINTER_NONE);
if (warpSupport != LG_DS_WARP_NONE && !g_params.captureInputOnly)
g_state.ds->grabPointer();
if (g_params.grabKeyboardOnFocus)
g_state.ds->grabKeyboard();
}
else
{
if (g_params.hideMouse)
g_state.ds->setPointer(LG_POINTER_SQUARE);
if (warpSupport != LG_DS_WARP_NONE)
g_state.ds->ungrabPointer();
g_state.ds->ungrabKeyboard();
}
g_cursor.warpState = WARP_STATE_ON;
}
void core_setGrab(bool enable)
{
core_setGrabQuiet(enable);
app_alert(
g_cursor.grab ? LG_ALERT_SUCCESS : LG_ALERT_WARNING,
g_cursor.grab ? "Capture Enabled" : "Capture Disabled"
);
}
void core_setGrabQuiet(bool enable)
{
/* we always do this so that at init the cursor is in the right state */
if (g_params.captureInputOnly && g_params.hideMouse)
g_state.ds->setPointer(enable ? LG_POINTER_NONE : LG_POINTER_SQUARE);
if (g_cursor.grab == enable)
return;
g_cursor.grab = enable;
g_cursor.acc.x = 0.0;
g_cursor.acc.y = 0.0;
/* if the display server does not support warp we need to ungrab the pointer
* here instead of in the move handler */
enum LG_DSWarpSupport warpSupport = LG_DS_WARP_NONE;
app_getProp(LG_DS_WARP_SUPPORT, &warpSupport);
if (enable)
{
core_setCursorInView(true);
g_state.ignoreInput = false;
if (g_params.grabKeyboard)
g_state.ds->grabKeyboard();
g_state.ds->capturePointer();
}
else
{
if (g_params.grabKeyboard)
{
if (!g_params.grabKeyboardOnFocus ||
!g_state.focused || g_params.captureInputOnly)
g_state.ds->ungrabKeyboard();
}
g_state.ds->uncapturePointer();
/* if exiting capture when input on capture only we need to align the local
* cursor to the guest's location before it is shown. */
if (g_params.captureInputOnly || !g_params.hideMouse)
core_alignToGuest();
}
}
bool core_warpPointer(int x, int y, bool exiting)
{
if (!g_cursor.inWindow && !exiting)
return false;
if (g_cursor.warpState == WARP_STATE_OFF)
return false;
if (exiting)
g_cursor.warpState = WARP_STATE_OFF;
if (g_cursor.pos.x == x && g_cursor.pos.y == y)
return true;
g_state.ds->warpPointer(x, y, exiting);
return true;
}
void core_updatePositionInfo(void)
{
if (!g_state.haveSrcSize)
goto done;
float srcW = 0.0f;
float srcH = 0.0f;
switch(g_params.winRotate)
{
case LG_ROTATE_0:
case LG_ROTATE_180:
srcW = g_state.srcSize.x;
srcH = g_state.srcSize.y;
break;
case LG_ROTATE_90:
case LG_ROTATE_270:
srcW = g_state.srcSize.y;
srcH = g_state.srcSize.x;
break;
default:
assert(!"unreachable");
}
if (g_params.keepAspect)
{
const float srcAspect = srcH / srcW;
const float wndAspect = (float)g_state.windowH / (float)g_state.windowW;
bool force = true;
if (g_params.dontUpscale &&
srcW <= g_state.windowW &&
srcH <= g_state.windowH)
{
force = false;
g_state.dstRect.w = srcW;
g_state.dstRect.h = srcH;
g_state.dstRect.x = g_state.windowCX - srcW / 2;
g_state.dstRect.y = g_state.windowCY - srcH / 2;
}
else
if ((int)(wndAspect * 1000) == (int)(srcAspect * 1000))
{
force = false;
g_state.dstRect.w = g_state.windowW;
g_state.dstRect.h = g_state.windowH;
g_state.dstRect.x = 0;
g_state.dstRect.y = 0;
}
else
if (wndAspect < srcAspect)
{
g_state.dstRect.w = (float)g_state.windowH / srcAspect;
g_state.dstRect.h = g_state.windowH;
g_state.dstRect.x = (g_state.windowW >> 1) - (g_state.dstRect.w >> 1);
g_state.dstRect.y = 0;
}
else
{
g_state.dstRect.w = g_state.windowW;
g_state.dstRect.h = (float)g_state.windowW * srcAspect;
g_state.dstRect.x = 0;
g_state.dstRect.y = (g_state.windowH >> 1) - (g_state.dstRect.h >> 1);
}
if (g_params.dontUpscale && g_params.shrinkOnUpscale)
{
if (g_state.windowW > srcW)
{
force = true;
g_state.dstRect.w = (int) (srcW + 0.5);
}
if (g_state.windowH > srcH)
{
force = true;
g_state.dstRect.h = (int) (srcH + 0.5);
}
}
if (force && g_params.forceAspect)
{
g_state.resizeTimeout = microtime() + RESIZE_TIMEOUT;
g_state.resizeDone = false;
}
}
else
{
g_state.dstRect.x = 0;
g_state.dstRect.y = 0;
g_state.dstRect.w = g_state.windowW;
g_state.dstRect.h = g_state.windowH;
}
g_state.dstRect.valid = true;
g_cursor.useScale = (
srcH != g_state.dstRect.h ||
srcW != g_state.dstRect.w);
g_cursor.scale.x = (float)srcW / (float)g_state.dstRect.w;
g_cursor.scale.y = (float)srcH / (float)g_state.dstRect.h;
if (!g_state.posInfoValid)
{
g_state.posInfoValid = true;
g_state.ds->realignPointer();
}
done:
atomic_fetch_add(&g_state.lgrResize, 1);
}
void core_alignToGuest(void)
{
if (!g_cursor.guest.valid || !g_state.focused)
return;
struct DoublePoint local;
if (util_guestCurToLocal(&local))
if (core_warpPointer(round(local.x), round(local.y), false))
core_setCursorInView(true);
}
bool core_isValidPointerPos(int x, int y)
{
return g_state.ds->isValidPointerPos(x, y);
}
bool core_startFrameThread(void)
{
if (g_state.frameThread)
return true;
g_state.stopVideo = false;
if (!lgCreateThread("frameThread", main_frameThread, NULL,
&g_state.frameThread))
{
DEBUG_ERROR("frame create thread failed");
return false;
}
return true;
}
void core_stopFrameThread(void)
{
g_state.stopVideo = true;
if (g_state.frameThread)
lgJoinThread(g_state.frameThread, NULL);
g_state.frameThread = NULL;
}
void core_handleGuestMouseUpdate(void)
{
struct DoublePoint localPos;
if (!util_guestCurToLocal(&localPos))
return;
g_state.ds->guestPointerUpdated(
g_cursor.guest.x, g_cursor.guest.y,
util_clamp(localPos.x, g_state.dstRect.x,
g_state.dstRect.x + g_state.dstRect.w),
util_clamp(localPos.y, g_state.dstRect.y,
g_state.dstRect.y + g_state.dstRect.h)
);
}
void core_handleMouseGrabbed(double ex, double ey)
{
if (!core_inputEnabled())
return;
int x, y;
if (g_params.rawMouse && !g_cursor.sens)
{
/* raw unscaled input are always round numbers */
x = floor(ex);
y = floor(ey);
}
else
{
/* apply sensitivity */
ex = (ex / 10.0) * (g_cursor.sens + 10);
ey = (ey / 10.0) * (g_cursor.sens + 10);
util_cursorToInt(ex, ey, &x, &y);
}
if (x == 0 && y == 0)
return;
if (!spice_mouse_motion(x, y))
DEBUG_ERROR("failed to send mouse motion message");
}
static bool isInView(void)
{
return
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;
}
void core_handleMouseNormal(double ex, double ey)
{
// prevent cursor handling outside of capture if the position is not known
if (!g_cursor.guest.valid)
return;
if (!core_inputEnabled())
return;
/* scale the movement to the guest */
if (g_cursor.useScale && g_params.scaleMouseInput)
{
ex *= g_cursor.scale.x;
ey *= g_cursor.scale.y;
}
bool testExit = true;
if (!g_cursor.inView)
{
const bool inView = isInView();
core_setCursorInView(inView);
if (inView)
g_cursor.realign = true;
}
/* nothing to do if we are outside the viewport */
if (!g_cursor.inView)
return;
/*
* do not pass mouse events to the guest if we do not have focus, this must be
* done after the inView test has been performed so that when focus is gained
* we know if we should be drawing the cursor.
*/
if (!g_state.focused)
return;
/* if we have been instructed to realign */
if (g_cursor.realign)
{
g_cursor.realign = false;
struct DoublePoint guest;
util_localCurToGuest(&guest);
/* add the difference to the offset */
ex += guest.x - (g_cursor.guest.x + g_cursor.guest.hx);
ey += guest.y - (g_cursor.guest.y + g_cursor.guest.hy);
/* don't test for an exit as we just entered, we can get into a enter/exit
* loop otherwise */
testExit = false;
}
/* if we are in "autoCapture" and the delta was large don't test for exit */
if (g_params.autoCapture &&
(fabs(ex) > 20.0 / g_cursor.scale.x || fabs(ey) > 20.0 / g_cursor.scale.y))
testExit = false;
/* if any buttons are held we should not allow exit to happen */
if (g_cursor.buttons)
testExit = false;
if (testExit)
{
enum LG_DSWarpSupport warpSupport = LG_DS_WARP_NONE;
app_getProp(LG_DS_WARP_SUPPORT, &warpSupport);
/* translate the move to the guests orientation */
struct DoublePoint move = {.x = ex, .y = ey};
util_rotatePoint(&move);
/* translate the guests position to our coordinate space */
struct DoublePoint local;
util_guestCurToLocal(&local);
/* check if the move would push the cursor outside the guest's viewport */
if (
local.x + move.x < g_state.dstRect.x ||
local.y + move.y < g_state.dstRect.y ||
local.x + move.x >= g_state.dstRect.x + g_state.dstRect.w ||
local.y + move.y >= g_state.dstRect.y + g_state.dstRect.h)
{
local.x += move.x;
local.y += move.y;
const int tx = (local.x <= 0.0) ? floor(local.x) : ceil(local.x);
const int ty = (local.y <= 0.0) ? floor(local.y) : ceil(local.y);
switch (warpSupport)
{
case LG_DS_WARP_NONE:
break;
case LG_DS_WARP_SURFACE:
g_state.ds->ungrabPointer();
core_warpPointer(tx, ty, true);
if (!isInView() && tx >= 0 && tx < g_state.windowW && ty >= 0 && ty < g_state.windowH)
core_setCursorInView(false);
break;
case LG_DS_WARP_SCREEN:
if (core_isValidPointerPos(
g_state.windowPos.x + g_state.border.left + tx,
g_state.windowPos.y + g_state.border.top + ty))
{
core_setCursorInView(false);
/* preempt the window leave flag if the warp will leave our window */
if (tx < 0 || ty < 0 || tx > g_state.windowW || ty > g_state.windowH)
g_cursor.inWindow = false;
/* ungrab the pointer and move the local cursor to the exit point */
g_state.ds->ungrabPointer();
core_warpPointer(tx, ty, true);
return;
}
}
}
else if (warpSupport == LG_DS_WARP_SURFACE && isInView())
{
/* regrab the pointer in case the user did not move off the surface */
g_state.ds->grabPointer();
g_cursor.warpState = WARP_STATE_ON;
}
}
int x, y;
util_cursorToInt(ex, ey, &x, &y);
if (x == 0 && y == 0)
return;
if (g_params.autoCapture)
{
g_cursor.delta.x += x;
g_cursor.delta.y += y;
if (fabs(g_cursor.delta.x) > 50.0 || fabs(g_cursor.delta.y) > 50.0)
{
g_cursor.delta.x = 0;
g_cursor.delta.y = 0;
}
}
else
{
/* assume the mouse will move to the location we attempt to move it to so we
* avoid warp out of window issues. The cursorThread will correct this if
* wrong after the movement has ocurred on the guest */
g_cursor.guest.x += x;
g_cursor.guest.y += y;
}
if (!spice_mouse_motion(x, y))
DEBUG_ERROR("failed to send mouse motion message");
}
void core_resetOverlayInputState(void)
{
g_state.io->MouseDown[ImGuiMouseButton_Left ] = false;
g_state.io->MouseDown[ImGuiMouseButton_Right ] = false;
g_state.io->MouseDown[ImGuiMouseButton_Middle] = false;
for(int key = 0; key < ARRAY_LENGTH(g_state.io->KeysDown); key++)
g_state.io->KeysDown[key] = false;
}