mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-08-10 09:11:31 +00:00
Make cooked mouse input independent of keyboard focus. Preserve button state across pointer leave events. Match Wayland event order, wheel steps, and raw motion delivery.
155 lines
3.8 KiB
C
155 lines
3.8 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "input_event.h"
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#include <string.h>
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static unsigned int mapButton(unsigned int button)
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{
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if (button >= 1 && button <= 5)
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return button;
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/* X11 reserves buttons 6 and 7 for horizontal scrolling. */
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if (button >= 8 && button < 34)
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return button - 2;
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return 0;
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}
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void x11InputInit(X11Input * input, const LG_DSInputSink * sink,
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void * opaque)
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{
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memset(input, 0, sizeof(*input));
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input->sink = sink;
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input->opaque = opaque;
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}
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bool x11InputFocus(X11Input * input, bool focused, double x, double y,
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const uint32_t * keys, size_t count)
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{
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(void)keys;
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(void)count;
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if (input->focused == focused)
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return false;
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input->focused = focused;
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input->sink->position(input->opaque, x, y);
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input->sink->focus(input->opaque, focused);
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return true;
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}
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bool x11InputPointerEnter(X11Input * input, bool mainWindow,
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bool normal, double x, double y)
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{
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if (input->entered || !mainWindow || !normal)
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return false;
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input->entered = true;
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input->sink->enter(input->opaque, true);
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input->sink->position(input->opaque, x, y);
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return true;
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}
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bool x11InputPointerLeave(X11Input * input, bool mainWindow,
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bool normal, bool captureMode)
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{
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if (!input->entered || !mainWindow || input->buttons || captureMode ||
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!normal)
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return false;
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input->entered = false;
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input->sink->enter(input->opaque, false);
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return true;
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}
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void x11InputPointerMotion(X11Input * input, double x, double y)
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{
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input->sink->position(input->opaque, x, y);
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}
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void x11InputPointerButton(X11Input * input, unsigned int detail,
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bool pressed, bool raw)
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{
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if (!raw && !input->entered)
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return;
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const unsigned int button = mapButton(detail);
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if (!button)
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return;
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if (!raw)
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{
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if (button == 4 || button == 5)
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{
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if (pressed)
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{
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input->sink->button(input->opaque, button, true);
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input->sink->button(input->opaque, button, false);
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input->sink->wheel(input->opaque, button == 4 ? -1.0 : 1.0);
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}
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return;
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}
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}
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const uint32_t mask = UINT32_C(1) << button;
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if (pressed)
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input->buttons |= mask;
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else
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input->buttons &= ~mask;
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input->sink->button(input->opaque, button, pressed);
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}
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void x11InputRelativeMotion(X11Input * input,
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double x, double y, double rawX, double rawY)
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{
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input->sink->relative(input->opaque, x, y, rawX, rawY);
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}
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void x11InputKeyboardKey(X11Input * input, unsigned int keycode,
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int minKeycode, bool pressed, bool raw, bool inputActive,
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const char * text)
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{
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if (raw)
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{
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if (!inputActive)
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return;
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}
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else if (!input->focused)
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return;
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input->sink->key(input->opaque, (int)keycode - minKeycode, pressed);
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if (!raw && pressed && text)
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input->sink->text(input->opaque, text);
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}
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void x11InputKeyboardState(X11Input * input,
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bool ctrl, bool shift, bool alt, bool super,
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bool numLock, bool capsLock, bool scrollLock)
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{
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(void)numLock;
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(void)capsLock;
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(void)scrollLock;
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input->sink->modifiers(input->opaque, ctrl, shift, alt, super);
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}
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