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scrcpy/app/src/screen.c

963 lines
30 KiB
C

#include "screen.h"
#include <assert.h>
#include <string.h>
#include <SDL2/SDL.h>
#include "events.h"
#include "icon.h"
#include "options.h"
#include "util/log.h"
#define DISPLAY_MARGINS 96
#define DOWNCAST(SINK) container_of(SINK, struct sc_screen, frame_sink)
static inline struct sc_size
get_oriented_size(struct sc_size size, enum sc_orientation orientation) {
struct sc_size oriented_size;
if (sc_orientation_is_swap(orientation)) {
oriented_size.width = size.height;
oriented_size.height = size.width;
} else {
oriented_size.width = size.width;
oriented_size.height = size.height;
}
return oriented_size;
}
// get the window size in a struct sc_size
static struct sc_size
get_window_size(const struct sc_screen *screen) {
int width;
int height;
SDL_GetWindowSize(screen->window, &width, &height);
struct sc_size size;
size.width = width;
size.height = height;
return size;
}
static struct sc_point
get_window_position(const struct sc_screen *screen) {
int x;
int y;
SDL_GetWindowPosition(screen->window, &x, &y);
struct sc_point point;
point.x = x;
point.y = y;
return point;
}
// set the window size to be applied when fullscreen is disabled
static void
set_window_size(struct sc_screen *screen, struct sc_size new_size) {
assert(!screen->fullscreen);
assert(!screen->maximized);
assert(!screen->minimized);
SDL_SetWindowSize(screen->window, new_size.width, new_size.height);
}
// get the preferred display bounds (i.e. the screen bounds with some margins)
static bool
get_preferred_display_bounds(struct sc_size *bounds) {
SDL_Rect rect;
if (SDL_GetDisplayUsableBounds(0, &rect)) {
LOGW("Could not get display usable bounds: %s", SDL_GetError());
return false;
}
bounds->width = MAX(0, rect.w - DISPLAY_MARGINS);
bounds->height = MAX(0, rect.h - DISPLAY_MARGINS);
return true;
}
static bool
is_optimal_size(struct sc_size current_size, struct sc_size content_size) {
// The size is optimal if we can recompute one dimension of the current
// size from the other
return current_size.height == current_size.width * content_size.height
/ content_size.width
|| current_size.width == current_size.height * content_size.width
/ content_size.height;
}
// return the optimal size of the window, with the following constraints:
// - it attempts to keep at least one dimension of the current_size (i.e. it
// crops the black borders)
// - it keeps the aspect ratio
// - it scales down to make it fit in the display_size
static struct sc_size
get_optimal_size(struct sc_size current_size, struct sc_size content_size,
bool within_display_bounds) {
if (content_size.width == 0 || content_size.height == 0) {
// avoid division by 0
return current_size;
}
struct sc_size window_size;
struct sc_size display_size;
if (!within_display_bounds ||
!get_preferred_display_bounds(&display_size)) {
// do not constraint the size
window_size = current_size;
} else {
window_size.width = MIN(current_size.width, display_size.width);
window_size.height = MIN(current_size.height, display_size.height);
}
if (is_optimal_size(window_size, content_size)) {
return window_size;
}
bool keep_width = content_size.width * window_size.height
> content_size.height * window_size.width;
if (keep_width) {
// remove black borders on top and bottom
window_size.height = content_size.height * window_size.width
/ content_size.width;
} else {
// remove black borders on left and right (or none at all if it already
// fits)
window_size.width = content_size.width * window_size.height
/ content_size.height;
}
return window_size;
}
// initially, there is no current size, so use the frame size as current size
// req_width and req_height, if not 0, are the sizes requested by the user
static inline struct sc_size
get_initial_optimal_size(struct sc_size content_size, uint16_t req_width,
uint16_t req_height) {
struct sc_size window_size;
if (!req_width && !req_height) {
window_size = get_optimal_size(content_size, content_size, true);
} else {
if (req_width) {
window_size.width = req_width;
} else {
// compute from the requested height
window_size.width = (uint32_t) req_height * content_size.width
/ content_size.height;
}
if (req_height) {
window_size.height = req_height;
} else {
// compute from the requested width
window_size.height = (uint32_t) req_width * content_size.height
/ content_size.width;
}
}
return window_size;
}
static inline bool
sc_screen_is_relative_mode(struct sc_screen *screen) {
// screen->im.mp may be NULL if --no-control
return screen->im.mp && screen->im.mp->relative_mode;
}
static void
sc_screen_set_mouse_capture(struct sc_screen *screen, bool capture) {
#ifdef __APPLE__
// Workaround for SDL bug on macOS:
// <https://github.com/libsdl-org/SDL/issues/5340>
if (capture) {
int mouse_x, mouse_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
int x, y, w, h;
SDL_GetWindowPosition(screen->window, &x, &y);
SDL_GetWindowSize(screen->window, &w, &h);
bool outside_window = mouse_x < x || mouse_x >= x + w
|| mouse_y < y || mouse_y >= y + h;
if (outside_window) {
SDL_WarpMouseInWindow(screen->window, w / 2, h / 2);
}
}
#else
(void) screen;
#endif
if (SDL_SetRelativeMouseMode(capture)) {
LOGE("Could not set relative mouse mode to %s: %s",
capture ? "true" : "false", SDL_GetError());
}
}
static inline bool
sc_screen_get_mouse_capture(struct sc_screen *screen) {
(void) screen;
return SDL_GetRelativeMouseMode();
}
static inline void
sc_screen_toggle_mouse_capture(struct sc_screen *screen) {
(void) screen;
bool new_value = !sc_screen_get_mouse_capture(screen);
sc_screen_set_mouse_capture(screen, new_value);
}
static void
sc_screen_update_content_rect(struct sc_screen *screen) {
int dw;
int dh;
SDL_GL_GetDrawableSize(screen->window, &dw, &dh);
struct sc_size content_size = screen->content_size;
// The drawable size is the window size * the HiDPI scale
struct sc_size drawable_size = {dw, dh};
SDL_Rect *rect = &screen->rect;
if (is_optimal_size(drawable_size, content_size)) {
rect->x = 0;
rect->y = 0;
rect->w = drawable_size.width;
rect->h = drawable_size.height;
return;
}
bool keep_width = content_size.width * drawable_size.height
> content_size.height * drawable_size.width;
if (keep_width) {
rect->x = 0;
rect->w = drawable_size.width;
rect->h = drawable_size.width * content_size.height
/ content_size.width;
rect->y = (drawable_size.height - rect->h) / 2;
} else {
rect->y = 0;
rect->h = drawable_size.height;
rect->w = drawable_size.height * content_size.width
/ content_size.height;
rect->x = (drawable_size.width - rect->w) / 2;
}
}
// render the texture to the renderer
//
// Set the update_content_rect flag if the window or content size may have
// changed, so that the content rectangle is recomputed
static void
sc_screen_render(struct sc_screen *screen, bool update_content_rect) {
if (update_content_rect) {
sc_screen_update_content_rect(screen);
}
enum sc_display_result res =
sc_display_render(&screen->display, &screen->rect, screen->orientation);
(void) res; // any error already logged
}
#if defined(__APPLE__) || defined(__WINDOWS__)
# define CONTINUOUS_RESIZING_WORKAROUND
#endif
#ifdef CONTINUOUS_RESIZING_WORKAROUND
// On Windows and MacOS, resizing blocks the event loop, so resizing events are
// not triggered. As a workaround, handle them in an event handler.
//
// <https://bugzilla.libsdl.org/show_bug.cgi?id=2077>
// <https://stackoverflow.com/a/40693139/1987178>
static int
event_watcher(void *data, SDL_Event *event) {
struct sc_screen *screen = data;
if (event->type == SDL_WINDOWEVENT
&& event->window.event == SDL_WINDOWEVENT_RESIZED) {
// In practice, it seems to always be called from the same thread in
// that specific case. Anyway, it's just a workaround.
sc_screen_render(screen, true);
}
return 0;
}
#endif
static bool
sc_screen_frame_sink_open(struct sc_frame_sink *sink,
const AVCodecContext *ctx) {
assert(ctx->pix_fmt == AV_PIX_FMT_YUV420P);
(void) ctx;
struct sc_screen *screen = DOWNCAST(sink);
assert(ctx->width > 0 && ctx->width <= 0xFFFF);
assert(ctx->height > 0 && ctx->height <= 0xFFFF);
// screen->frame_size is never used before the event is pushed, and the
// event acts as a memory barrier so it is safe without mutex
screen->frame_size.width = ctx->width;
screen->frame_size.height = ctx->height;
static SDL_Event event = {
.type = SC_EVENT_SCREEN_INIT_SIZE,
};
// Post the event on the UI thread (the texture must be created from there)
int ret = SDL_PushEvent(&event);
if (ret < 0) {
LOGW("Could not post init size event: %s", SDL_GetError());
return false;
}
#ifndef NDEBUG
screen->open = true;
#endif
// nothing to do, the screen is already open on the main thread
return true;
}
static void
sc_screen_frame_sink_close(struct sc_frame_sink *sink) {
struct sc_screen *screen = DOWNCAST(sink);
(void) screen;
#ifndef NDEBUG
screen->open = false;
#endif
// nothing to do, the screen lifecycle is not managed by the frame producer
}
static bool
sc_screen_frame_sink_push(struct sc_frame_sink *sink, const AVFrame *frame) {
struct sc_screen *screen = DOWNCAST(sink);
bool previous_skipped;
bool ok = sc_frame_buffer_push(&screen->fb, frame, &previous_skipped);
if (!ok) {
return false;
}
if (previous_skipped) {
sc_fps_counter_add_skipped_frame(&screen->fps_counter);
// The SC_EVENT_NEW_FRAME triggered for the previous frame will consume
// this new frame instead
} else {
static SDL_Event new_frame_event = {
.type = SC_EVENT_NEW_FRAME,
};
// Post the event on the UI thread
int ret = SDL_PushEvent(&new_frame_event);
if (ret < 0) {
LOGW("Could not post new frame event: %s", SDL_GetError());
return false;
}
}
return true;
}
bool
sc_screen_init(struct sc_screen *screen,
const struct sc_screen_params *params) {
screen->resize_pending = false;
screen->has_frame = false;
screen->fullscreen = false;
screen->maximized = false;
screen->minimized = false;
screen->mouse_capture_key_pressed = 0;
screen->paused = false;
screen->resume_frame = NULL;
screen->req.x = params->window_x;
screen->req.y = params->window_y;
screen->req.width = params->window_width;
screen->req.height = params->window_height;
screen->req.fullscreen = params->fullscreen;
screen->req.start_fps_counter = params->start_fps_counter;
bool ok = sc_frame_buffer_init(&screen->fb);
if (!ok) {
return false;
}
if (!sc_fps_counter_init(&screen->fps_counter)) {
goto error_destroy_frame_buffer;
}
screen->orientation = params->orientation;
if (screen->orientation != SC_ORIENTATION_0) {
LOGI("Initial display orientation set to %s",
sc_orientation_get_name(screen->orientation));
}
uint32_t window_flags = SDL_WINDOW_HIDDEN
| SDL_WINDOW_RESIZABLE
| SDL_WINDOW_ALLOW_HIGHDPI;
if (params->always_on_top) {
window_flags |= SDL_WINDOW_ALWAYS_ON_TOP;
}
if (params->window_borderless) {
window_flags |= SDL_WINDOW_BORDERLESS;
}
// The window will be positioned and sized on first video frame
screen->window =
SDL_CreateWindow(params->window_title, 0, 0, 0, 0, window_flags);
if (!screen->window) {
LOGE("Could not create window: %s", SDL_GetError());
goto error_destroy_fps_counter;
}
ok = sc_display_init(&screen->display, screen->window, params->mipmaps);
if (!ok) {
goto error_destroy_window;
}
SDL_Surface *icon = scrcpy_icon_load();
if (icon) {
SDL_SetWindowIcon(screen->window, icon);
scrcpy_icon_destroy(icon);
} else {
LOGW("Could not load icon");
}
screen->frame = av_frame_alloc();
if (!screen->frame) {
LOG_OOM();
goto error_destroy_display;
}
struct sc_input_manager_params im_params = {
.controller = params->controller,
.fp = params->fp,
.screen = screen,
.kp = params->kp,
.mp = params->mp,
.forward_all_clicks = params->forward_all_clicks,
.legacy_paste = params->legacy_paste,
.clipboard_autosync = params->clipboard_autosync,
.shortcut_mods = params->shortcut_mods,
};
sc_input_manager_init(&screen->im, &im_params);
#ifdef CONTINUOUS_RESIZING_WORKAROUND
SDL_AddEventWatch(event_watcher, screen);
#endif
static const struct sc_frame_sink_ops ops = {
.open = sc_screen_frame_sink_open,
.close = sc_screen_frame_sink_close,
.push = sc_screen_frame_sink_push,
};
screen->frame_sink.ops = &ops;
#ifndef NDEBUG
screen->open = false;
#endif
return true;
error_destroy_display:
sc_display_destroy(&screen->display);
error_destroy_window:
SDL_DestroyWindow(screen->window);
error_destroy_fps_counter:
sc_fps_counter_destroy(&screen->fps_counter);
error_destroy_frame_buffer:
sc_frame_buffer_destroy(&screen->fb);
return false;
}
static void
sc_screen_show_initial_window(struct sc_screen *screen) {
int x = screen->req.x != SC_WINDOW_POSITION_UNDEFINED
? screen->req.x : (int) SDL_WINDOWPOS_CENTERED;
int y = screen->req.y != SC_WINDOW_POSITION_UNDEFINED
? screen->req.y : (int) SDL_WINDOWPOS_CENTERED;
struct sc_size window_size =
get_initial_optimal_size(screen->content_size, screen->req.width,
screen->req.height);
set_window_size(screen, window_size);
SDL_SetWindowPosition(screen->window, x, y);
if (screen->req.fullscreen) {
sc_screen_switch_fullscreen(screen);
}
if (screen->req.start_fps_counter) {
sc_fps_counter_start(&screen->fps_counter);
}
Improve startup time On startup, the client has to: 1. listen on a port 2. push and start the server to the device 3. wait for the server to connect (accept) 4. read device name and size 5. initialize SDL 6. initialize the window and renderer 7. show the window From the execution of the app_process command to start the server on the device, to the execution of the java main method, it takes ~800ms. As a consequence, step 3 also takes ~800ms on the client. Once complete, the client initializes SDL, which takes ~500ms. These two expensive actions are executed sequentially: HOST DEVICE listen on port | | push/start the server |----------------->|| app_process loads the jar accept the connection . ^ || . | || . | WASTE || . | OF || . | TIME || . | || . | || . v X execution of our java main connection accepted |<-----------------| connect to the host init SDL || | || ,----------------| send frames || |,---------------| || ||,--------------| || |||,-------------| || ||||,------------| init window/renderer | |||||,-----------| display frames |<++++++-----------| (many frames skipped) The rationale for step 3 occuring before step 5 is that initializing SDL replaces the SIGTERM handler to receive the event in the event loop, so pressing Ctrl+C during step 5 would not work (since it blocks the event loop). But this is not so important; let's parallelize the SDL initialization with the app_process execution (we'll just add a timeout to the connection): HOST DEVICE listen on port | | push/start the server |----------------->||app_process loads the jar init SDL || || || || || || || || || || || || accept the connection . || . X execution of our java main connection accepted |<-----------------| connect to the host init window/renderer | | display frames |<-----------------| send frames |<-----------------| In addition, show the window only once the first frame is available to avoid flickering (opening a black window for 100~200ms). Note: the window and renderer are initialized after the connection is accepted because they use the device information received from the device.
6 years ago
SDL_ShowWindow(screen->window);
sc_screen_update_content_rect(screen);
Improve startup time On startup, the client has to: 1. listen on a port 2. push and start the server to the device 3. wait for the server to connect (accept) 4. read device name and size 5. initialize SDL 6. initialize the window and renderer 7. show the window From the execution of the app_process command to start the server on the device, to the execution of the java main method, it takes ~800ms. As a consequence, step 3 also takes ~800ms on the client. Once complete, the client initializes SDL, which takes ~500ms. These two expensive actions are executed sequentially: HOST DEVICE listen on port | | push/start the server |----------------->|| app_process loads the jar accept the connection . ^ || . | || . | WASTE || . | OF || . | TIME || . | || . | || . v X execution of our java main connection accepted |<-----------------| connect to the host init SDL || | || ,----------------| send frames || |,---------------| || ||,--------------| || |||,-------------| || ||||,------------| init window/renderer | |||||,-----------| display frames |<++++++-----------| (many frames skipped) The rationale for step 3 occuring before step 5 is that initializing SDL replaces the SIGTERM handler to receive the event in the event loop, so pressing Ctrl+C during step 5 would not work (since it blocks the event loop). But this is not so important; let's parallelize the SDL initialization with the app_process execution (we'll just add a timeout to the connection): HOST DEVICE listen on port | | push/start the server |----------------->||app_process loads the jar init SDL || || || || || || || || || || || || accept the connection . || . X execution of our java main connection accepted |<-----------------| connect to the host init window/renderer | | display frames |<-----------------| send frames |<-----------------| In addition, show the window only once the first frame is available to avoid flickering (opening a black window for 100~200ms). Note: the window and renderer are initialized after the connection is accepted because they use the device information received from the device.
6 years ago
}
void
sc_screen_hide_window(struct sc_screen *screen) {
SDL_HideWindow(screen->window);
}
void
sc_screen_interrupt(struct sc_screen *screen) {
sc_fps_counter_interrupt(&screen->fps_counter);
}
void
sc_screen_join(struct sc_screen *screen) {
sc_fps_counter_join(&screen->fps_counter);
}
void
sc_screen_destroy(struct sc_screen *screen) {
#ifndef NDEBUG
assert(!screen->open);
#endif
sc_display_destroy(&screen->display);
av_frame_free(&screen->frame);
SDL_DestroyWindow(screen->window);
sc_fps_counter_destroy(&screen->fps_counter);
sc_frame_buffer_destroy(&screen->fb);
}
static void
resize_for_content(struct sc_screen *screen, struct sc_size old_content_size,
struct sc_size new_content_size) {
struct sc_size window_size = get_window_size(screen);
struct sc_size target_size = {
.width = (uint32_t) window_size.width * new_content_size.width
/ old_content_size.width,
.height = (uint32_t) window_size.height * new_content_size.height
/ old_content_size.height,
};
target_size = get_optimal_size(target_size, new_content_size, true);
set_window_size(screen, target_size);
}
static void
set_content_size(struct sc_screen *screen, struct sc_size new_content_size) {
if (!screen->fullscreen && !screen->maximized && !screen->minimized) {
resize_for_content(screen, screen->content_size, new_content_size);
} else if (!screen->resize_pending) {
// Store the windowed size to be able to compute the optimal size once
// fullscreen/maximized/minimized are disabled
screen->windowed_content_size = screen->content_size;
screen->resize_pending = true;
}
screen->content_size = new_content_size;
}
static void
apply_pending_resize(struct sc_screen *screen) {
assert(!screen->fullscreen);
assert(!screen->maximized);
assert(!screen->minimized);
if (screen->resize_pending) {
resize_for_content(screen, screen->windowed_content_size,
screen->content_size);
screen->resize_pending = false;
}
}
void
sc_screen_set_orientation(struct sc_screen *screen,
enum sc_orientation orientation) {
if (orientation == screen->orientation) {
return;
}
struct sc_size new_content_size =
get_oriented_size(screen->frame_size, orientation);
set_content_size(screen, new_content_size);
screen->orientation = orientation;
LOGI("Display orientation set to %s", sc_orientation_get_name(orientation));
sc_screen_render(screen, true);
}
static bool
sc_screen_init_size(struct sc_screen *screen) {
// Before first frame
assert(!screen->has_frame);
// The requested size is passed via screen->frame_size
struct sc_size content_size =
get_oriented_size(screen->frame_size, screen->orientation);
screen->content_size = content_size;
enum sc_display_result res =
sc_display_set_texture_size(&screen->display, screen->frame_size);
return res != SC_DISPLAY_RESULT_ERROR;
}
// recreate the texture and resize the window if the frame size has changed
static enum sc_display_result
prepare_for_frame(struct sc_screen *screen, struct sc_size new_frame_size) {
if (screen->frame_size.width == new_frame_size.width
&& screen->frame_size.height == new_frame_size.height) {
return SC_DISPLAY_RESULT_OK;
}
// frame dimension changed
screen->frame_size = new_frame_size;
struct sc_size new_content_size =
get_oriented_size(new_frame_size, screen->orientation);
set_content_size(screen, new_content_size);
sc_screen_update_content_rect(screen);
return sc_display_set_texture_size(&screen->display, screen->frame_size);
}
static bool
sc_screen_apply_frame(struct sc_screen *screen) {
sc_fps_counter_add_rendered_frame(&screen->fps_counter);
AVFrame *frame = screen->frame;
struct sc_size new_frame_size = {frame->width, frame->height};
enum sc_display_result res = prepare_for_frame(screen, new_frame_size);
if (res == SC_DISPLAY_RESULT_ERROR) {
return false;
}
if (res == SC_DISPLAY_RESULT_PENDING) {
// Not an error, but do not continue
return true;
}
res = sc_display_update_texture(&screen->display, frame);
if (res == SC_DISPLAY_RESULT_ERROR) {
return false;
}
if (res == SC_DISPLAY_RESULT_PENDING) {
// Not an error, but do not continue
return true;
}
if (!screen->has_frame) {
screen->has_frame = true;
// this is the very first frame, show the window
sc_screen_show_initial_window(screen);
if (sc_screen_is_relative_mode(screen)) {
// Capture mouse on start
sc_screen_set_mouse_capture(screen, true);
}
}
sc_screen_render(screen, false);
return true;
}
static bool
sc_screen_update_frame(struct sc_screen *screen) {
if (screen->paused) {
if (!screen->resume_frame) {
screen->resume_frame = av_frame_alloc();
if (!screen->resume_frame) {
LOG_OOM();
return false;
}
} else {
av_frame_unref(screen->resume_frame);
}
sc_frame_buffer_consume(&screen->fb, screen->resume_frame);
return true;
}
av_frame_unref(screen->frame);
sc_frame_buffer_consume(&screen->fb, screen->frame);
return sc_screen_apply_frame(screen);
}
void
sc_screen_set_paused(struct sc_screen *screen, bool paused) {
if (!paused && !screen->paused) {
// nothing to do
return;
}
if (screen->paused && screen->resume_frame) {
// If display screen was paused, refresh the frame immediately, even if
// the new state is also paused.
av_frame_free(&screen->frame);
screen->frame = screen->resume_frame;
screen->resume_frame = NULL;
sc_screen_apply_frame(screen);
}
if (!paused) {
LOGI("Display screen unpaused");
} else if (!screen->paused) {
LOGI("Display screen paused");
} else {
LOGI("Display screen re-paused");
}
screen->paused = paused;
}
void
sc_screen_switch_fullscreen(struct sc_screen *screen) {
uint32_t new_mode = screen->fullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP;
if (SDL_SetWindowFullscreen(screen->window, new_mode)) {
LOGW("Could not switch fullscreen mode: %s", SDL_GetError());
return;
}
screen->fullscreen = !screen->fullscreen;
if (!screen->fullscreen && !screen->maximized && !screen->minimized) {
apply_pending_resize(screen);
}
LOGD("Switched to %s mode", screen->fullscreen ? "fullscreen" : "windowed");
sc_screen_render(screen, true);
}
void
sc_screen_resize_to_fit(struct sc_screen *screen) {
if (screen->fullscreen || screen->maximized || screen->minimized) {
return;
}
struct sc_point point = get_window_position(screen);
struct sc_size window_size = get_window_size(screen);
struct sc_size optimal_size =
get_optimal_size(window_size, screen->content_size, false);
// Center the window related to the device screen
assert(optimal_size.width <= window_size.width);
assert(optimal_size.height <= window_size.height);
uint32_t new_x = point.x + (window_size.width - optimal_size.width) / 2;
uint32_t new_y = point.y + (window_size.height - optimal_size.height) / 2;
SDL_SetWindowSize(screen->window, optimal_size.width, optimal_size.height);
SDL_SetWindowPosition(screen->window, new_x, new_y);
LOGD("Resized to optimal size: %ux%u", optimal_size.width,
optimal_size.height);
}
void
sc_screen_resize_to_pixel_perfect(struct sc_screen *screen) {
if (screen->fullscreen || screen->minimized) {
return;
}
if (screen->maximized) {
SDL_RestoreWindow(screen->window);
screen->maximized = false;
}
struct sc_size content_size = screen->content_size;
SDL_SetWindowSize(screen->window, content_size.width, content_size.height);
LOGD("Resized to pixel-perfect: %ux%u", content_size.width,
content_size.height);
}
static inline bool
sc_screen_is_mouse_capture_key(SDL_Keycode key) {
return key == SDLK_LALT || key == SDLK_LGUI || key == SDLK_RGUI;
}
bool
sc_screen_handle_event(struct sc_screen *screen, const SDL_Event *event) {
bool relative_mode = sc_screen_is_relative_mode(screen);
switch (event->type) {
case SC_EVENT_SCREEN_INIT_SIZE: {
// The initial size is passed via screen->frame_size
bool ok = sc_screen_init_size(screen);
if (!ok) {
LOGE("Could not initialize screen size");
return false;
}
return true;
}
case SC_EVENT_NEW_FRAME: {
bool ok = sc_screen_update_frame(screen);
if (!ok) {
LOGE("Frame update failed\n");
return false;
}
return true;
}
case SDL_WINDOWEVENT:
if (!screen->has_frame) {
// Do nothing
return true;
}
switch (event->window.event) {
case SDL_WINDOWEVENT_EXPOSED:
sc_screen_render(screen, true);
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
sc_screen_render(screen, true);
break;
case SDL_WINDOWEVENT_MAXIMIZED:
screen->maximized = true;
break;
case SDL_WINDOWEVENT_MINIMIZED:
screen->minimized = true;
break;
case SDL_WINDOWEVENT_RESTORED:
if (screen->fullscreen) {
// On Windows, in maximized+fullscreen, disabling
// fullscreen mode unexpectedly triggers the "restored"
// then "maximized" events, leaving the window in a
// weird state (maximized according to the events, but
// not maximized visually).
break;
}
screen->maximized = false;
screen->minimized = false;
apply_pending_resize(screen);
sc_screen_render(screen, true);
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
if (relative_mode) {
sc_screen_set_mouse_capture(screen, false);
}
break;
}
return true;
case SDL_KEYDOWN:
if (relative_mode) {
SDL_Keycode key = event->key.keysym.sym;
if (sc_screen_is_mouse_capture_key(key)) {
if (!screen->mouse_capture_key_pressed) {
screen->mouse_capture_key_pressed = key;
} else {
// Another mouse capture key has been pressed, cancel
// mouse (un)capture
screen->mouse_capture_key_pressed = 0;
}
// Mouse capture keys are never forwarded to the device
return true;
}
}
break;
case SDL_KEYUP:
if (relative_mode) {
SDL_Keycode key = event->key.keysym.sym;
SDL_Keycode cap = screen->mouse_capture_key_pressed;
screen->mouse_capture_key_pressed = 0;
if (sc_screen_is_mouse_capture_key(key)) {
if (key == cap) {
// A mouse capture key has been pressed then released:
// toggle the capture mouse mode
sc_screen_toggle_mouse_capture(screen);
}
// Mouse capture keys are never forwarded to the device
return true;
}
}
break;
case SDL_MOUSEWHEEL:
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONDOWN:
if (relative_mode && !sc_screen_get_mouse_capture(screen)) {
// Do not forward to input manager, the mouse will be captured
// on SDL_MOUSEBUTTONUP
return true;
}
break;
case SDL_FINGERMOTION:
case SDL_FINGERDOWN:
case SDL_FINGERUP:
if (relative_mode) {
// Touch events are not compatible with relative mode
// (coordinates are not relative)
return true;
}
break;
case SDL_MOUSEBUTTONUP:
if (relative_mode && !sc_screen_get_mouse_capture(screen)) {
sc_screen_set_mouse_capture(screen, true);
return true;
}
break;
}
sc_input_manager_handle_event(&screen->im, event);
return true;
}
struct sc_point
sc_screen_convert_drawable_to_frame_coords(struct sc_screen *screen,
int32_t x, int32_t y) {
enum sc_orientation orientation = screen->orientation;
int32_t w = screen->content_size.width;
int32_t h = screen->content_size.height;
// screen->rect must be initialized to avoid a division by zero
assert(screen->rect.w && screen->rect.h);
x = (int64_t) (x - screen->rect.x) * w / screen->rect.w;
y = (int64_t) (y - screen->rect.y) * h / screen->rect.h;
struct sc_point result;
switch (orientation) {
case SC_ORIENTATION_0:
result.x = x;
result.y = y;
break;
case SC_ORIENTATION_90:
result.x = y;
result.y = w - x;
break;
case SC_ORIENTATION_180:
result.x = w - x;
result.y = h - y;
break;
case SC_ORIENTATION_270:
result.x = h - y;
result.y = x;
break;
case SC_ORIENTATION_FLIP_0:
result.x = w - x;
result.y = y;
break;
case SC_ORIENTATION_FLIP_90:
result.x = h - y;
result.y = w - x;
break;
case SC_ORIENTATION_FLIP_180:
result.x = x;
result.y = h - y;
break;
default:
assert(orientation == SC_ORIENTATION_FLIP_270);
result.x = y;
result.y = x;
break;
}
return result;
}
struct sc_point
sc_screen_convert_window_to_frame_coords(struct sc_screen *screen,
int32_t x, int32_t y) {
sc_screen_hidpi_scale_coords(screen, &x, &y);
return sc_screen_convert_drawable_to_frame_coords(screen, x, y);
}
void
sc_screen_hidpi_scale_coords(struct sc_screen *screen, int32_t *x, int32_t *y) {
// take the HiDPI scaling (dw/ww and dh/wh) into account
int ww, wh, dw, dh;
SDL_GetWindowSize(screen->window, &ww, &wh);
SDL_GL_GetDrawableSize(screen->window, &dw, &dh);
// scale for HiDPI (64 bits for intermediate multiplications)
*x = (int64_t) *x * dw / ww;
*y = (int64_t) *y * dh / wh;
}