/** * Looking Glass * Copyright © 2017-2026 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 "input_event.h" #include #include static const double WL_SCROLL_STEP = 15.0; static const double WL_HALF_SCROLL_STEP = 7.5; void wlInputInit(WaylandInput * input, const LG_DSInputSink * sink, void * opaque) { memset(input, 0, sizeof(*input)); input->sink = sink; input->opaque = opaque; } bool wlInputPointerEnter(WaylandInput * input, bool mainSurface) { if (!mainSurface) return false; input->pointerInSurface = true; input->sink->enter(input->opaque, true); return true; } bool wlInputPointerLeave(WaylandInput * input, bool mainSurface) { if (!mainSurface) return false; input->pointerInSurface = false; input->sink->enter(input->opaque, false); return true; } void wlInputPointerDisconnect(WaylandInput * input, bool notify) { input->pointerInSurface = false; if (notify) input->sink->enter(input->opaque, false); } void wlInputPointerMotion(WaylandInput * input, double x, double y) { input->sink->position(input->opaque, x, y); } static unsigned int mapButton(uint32_t button) { switch (button) { case BTN_LEFT: return 1; case BTN_MIDDLE: return 2; case BTN_RIGHT: return 3; case BTN_SIDE: return 6; case BTN_EXTRA: return 7; case BTN_FORWARD: return 8; case BTN_BACK: return 9; case BTN_TASK: return 10; } return 0; } void wlInputPointerButton(WaylandInput * input, uint32_t button, bool pressed) { const unsigned int mapped = mapButton(button); if (mapped) input->sink->button(input->opaque, mapped, pressed); } void wlInputPointerAxis(WaylandInput * input, bool vertical, double delta) { if (!vertical) return; input->scrollState += delta; while (input->scrollState > WL_HALF_SCROLL_STEP) { input->sink->button(input->opaque, 5, true); input->sink->button(input->opaque, 5, false); input->scrollState -= WL_SCROLL_STEP; } while (input->scrollState < -WL_HALF_SCROLL_STEP) { input->sink->button(input->opaque, 4, true); input->sink->button(input->opaque, 4, false); input->scrollState += WL_SCROLL_STEP; } input->sink->wheel(input->opaque, delta / WL_SCROLL_STEP); } void wlInputRelativeMotion(WaylandInput * input, bool active, double x, double y, double rawX, double rawY) { if (active) input->sink->relative(input->opaque, x, y, rawX, rawY); } void wlInputRealignPointer(WaylandInput * input, double x, double y) { if (input->pointerInSurface) input->sink->position(input->opaque, x, y); } bool wlInputKeyboardEnter(WaylandInput * input, bool mainSurface, const uint32_t * keys, size_t count) { if (!mainSurface) return false; input->focused = true; input->sink->focus(input->opaque, true); for (size_t i = 0; i < count; ++i) input->sink->key(input->opaque, keys[i], true); return true; } bool wlInputKeyboardLeave(WaylandInput * input, bool mainSurface) { if (!mainSurface) return false; input->focused = false; input->sink->focus(input->opaque, false); return true; } void wlInputKeyboardKey(WaylandInput * input, uint32_t key, bool pressed, const char * text) { if (!input->focused) return; input->sink->key(input->opaque, key, pressed); if (pressed && text && *text) input->sink->text(input->opaque, text); } void wlInputKeyboardState(WaylandInput * input, bool ctrl, bool shift, bool alt, bool super, bool numLock, bool capsLock, bool scrollLock) { input->sink->modifiers(input->opaque, ctrl, shift, alt, super); input->sink->leds(input->opaque, numLock, capsLock, scrollLock); }