/** * Looking Glass * Copyright © 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 #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) || g_state.overlayInput || 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; float srcH; 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: DEBUG_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; if (g_state.overlayInput) 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); if (g_state.kvmfrFeatures & KVMFR_FEATURE_SETCURSORPOS) { const KVMFRSetCursorPos msg = { .msg.type = KVMFR_MESSAGE_SETCURSORPOS, .x = guest.x, .y = guest.y }; lgmpClientSendData(g_state.pointerQueue, &msg, sizeof(msg)); } else { /* 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; }