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[client] wayland: move wayland specific mouse code out of main.c
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a4a042e90d
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@ -63,6 +63,12 @@ static bool sdlEventFilter(SDL_Event * event)
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// stop motion events during the warp out of the window
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if (sdl.exiting)
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return true;
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app_updateCursorPos(event->motion.x, event->motion.y);
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if (app_cursorIsGrabbed())
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app_handleMouseGrabbed(event->motion.xrel, event->motion.yrel);
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else
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app_handleMouseNormal(event->motion.xrel, event->motion.yrel);
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break;
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case SDL_WINDOWEVENT:
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@ -356,6 +356,19 @@ static void waylandFree(void)
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static bool waylandEventFilter(SDL_Event * event)
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{
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/* prevent the default processing for the following events */
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switch(event->type)
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{
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case SDL_MOUSEMOTION:
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{
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app_updateCursorPos(event->motion.x, event->motion.y);
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// we must use the basic handler as Wayland has no warp support
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app_handleMouseBasic(event->motion.x, event->motion.y);
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return true;
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}
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}
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return false;
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}
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@ -34,6 +34,7 @@ void app_updateWindowPos(int x, int y);
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void app_handleResizeEvent(int w, int h);
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void app_handleMouseGrabbed(double ex, double ey);
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void app_handleMouseNormal(double ex, double ey);
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void app_handleMouseBasic(double ex, double ey);
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void app_handleWindowEnter();
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void app_handleWindowLeave();
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@ -950,43 +950,6 @@ static void guestCurToLocal(struct DoublePoint *local)
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local->y = (g_cursor.guest.y + g_cursor.guest.hy) / g_cursor.scale.y;
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}
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// On Wayland, our normal cursor logic does not work due to the lack of cursor
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// warp support. Instead, we attempt a best-effort emulation which works with a
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// 1:1 mouse movement patch applied in the guest. For anything fancy, use
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// capture mode.
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static void app_handleMouseWayland(void)
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{
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const bool inView =
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g_cursor.pos.x >= g_state.dstRect.x &&
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g_cursor.pos.x < g_state.dstRect.x + g_state.dstRect.w &&
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g_cursor.pos.y >= g_state.dstRect.y &&
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g_cursor.pos.y < g_state.dstRect.y + g_state.dstRect.h;
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if (params.hideMouse && inView != g_cursor.inView)
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SDL_ShowCursor(inView ? SDL_DISABLE : SDL_ENABLE);
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g_cursor.inView = inView;
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if (g_cursor.guest.dpiScale == 0)
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return;
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/* translate the guests position to our coordinate space */
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struct DoublePoint local;
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guestCurToLocal(&local);
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double ex = (g_cursor.pos.x - local.x) / g_cursor.dpiScale;
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double ey = (g_cursor.pos.y - local.y) / g_cursor.dpiScale;
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int x, y;
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cursorToInt(ex, ey, &x, &y);
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g_cursor.guest.x += x;
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g_cursor.guest.y += y;
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if (!spice_mouse_motion(x, y))
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DEBUG_ERROR("failed to send mouse motion message");
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}
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void app_handleMouseNormal(double ex, double ey)
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{
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/* if we don't have the current cursor pos just send cursor movements */
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@ -997,12 +960,6 @@ void app_handleMouseNormal(double ex, double ey)
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return;
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}
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if (g_state.wminfo.subsystem == SDL_SYSWM_WAYLAND)
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{
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app_handleMouseWayland();
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return;
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}
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/* scale the movement to the guest */
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if (g_cursor.useScale && params.scaleMouseInput)
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{
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@ -1135,6 +1092,52 @@ void app_handleMouseNormal(double ex, double ey)
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DEBUG_ERROR("failed to send mouse motion message");
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}
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// On some display servers normal cursor logic does not work due to the lack of
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// cursor warp support. Instead, we attempt a best-effort emulation which works
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// with a 1:1 mouse movement patch applied in the guest. For anything fancy, use
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// capture mode.
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void app_handleMouseBasic(double ex, double ey)
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{
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/* if we don't have the current cursor pos just send cursor movements */
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if (!g_cursor.guest.valid)
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{
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if (g_cursor.grab)
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app_handleMouseGrabbed(ex, ey);
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return;
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}
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const bool inView =
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g_cursor.pos.x >= g_state.dstRect.x &&
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g_cursor.pos.x < g_state.dstRect.x + g_state.dstRect.w &&
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g_cursor.pos.y >= g_state.dstRect.y &&
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g_cursor.pos.y < g_state.dstRect.y + g_state.dstRect.h;
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if (params.hideMouse && inView != g_cursor.inView)
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SDL_ShowCursor(inView ? SDL_DISABLE : SDL_ENABLE);
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g_cursor.inView = inView;
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if (g_cursor.guest.dpiScale == 0)
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return;
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/* translate the guests position to our coordinate space */
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struct DoublePoint local;
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guestCurToLocal(&local);
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double lx = (g_cursor.pos.x - local.x) / g_cursor.dpiScale;
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double ly = (g_cursor.pos.y - local.y) / g_cursor.dpiScale;
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int x, y;
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cursorToInt(lx, ly, &x, &y);
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g_cursor.guest.x += x;
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g_cursor.guest.y += y;
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if (!spice_mouse_motion(x, y))
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DEBUG_ERROR("failed to send mouse motion message");
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}
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void app_updateWindowPos(int x, int y)
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{
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g_state.windowPos.x = x;
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@ -1320,25 +1323,6 @@ int eventFilter(void * userdata, SDL_Event * event)
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return 0;
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}
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case SDL_MOUSEMOTION:
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{
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g_cursor.pos.x = event->motion.x;
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g_cursor.pos.y = event->motion.y;
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if (g_state.wminfo.subsystem != SDL_SYSWM_WAYLAND)
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{
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// On Wayland, wm.c calls these functions, bypassing the SDL event loop.
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if (g_cursor.grab)
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{
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if (g_state.wminfo.subsystem != SDL_SYSWM_WAYLAND)
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app_handleMouseGrabbed(event->motion.xrel, event->motion.yrel);
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}
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else
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app_handleMouseNormal(event->motion.xrel, event->motion.yrel);
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}
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break;
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}
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case SDL_KEYDOWN:
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{
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SDL_Scancode sc = event->key.keysym.scancode;
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