Move input_manager into screen
The input_manager is strongly tied to the screen, it could not work
independently of the specific screen implementation.
To implement a user-friendly HID mouse behavior, some SDL events
will need to be handled both by the screen and by the input manager. For
example, a click must typically be handled by the input_manager so that
it is forwarded to the device, but in HID mouse mode, the first click
should be handled by the screen to capture the mouse (enable relative
mouse mode).
Make the input_manager a descendant of the screen, so that the screen
decides what to do on SDL events.
Concretely, replace this structure hierarchy:
+- struct scrcpy
+- struct input_manager
+- struct screen
by this one:
+- struct scrcpy
+- struct screen
+- struct input_manager
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@@ -7,10 +7,14 @@
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#include <SDL2/SDL.h>
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#include <libavformat/avformat.h>
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#include "controller.h"
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#include "coords.h"
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#include "fps_counter.h"
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#include "input_manager.h"
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#include "opengl.h"
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#include "trait/key_processor.h"
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#include "trait/frame_sink.h"
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#include "trait/mouse_processor.h"
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#include "video_buffer.h"
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struct screen {
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@@ -20,6 +24,7 @@ struct screen {
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bool open; // track the open/close state to assert correct behavior
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#endif
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struct input_manager im;
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struct sc_video_buffer vb;
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struct fps_counter fps_counter;
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@@ -50,6 +55,16 @@ struct screen {
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};
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struct screen_params {
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struct controller *controller;
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struct sc_key_processor *kp;
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struct sc_mouse_processor *mp;
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bool control;
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bool forward_all_clicks;
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bool legacy_paste;
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bool clipboard_autosync;
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const struct sc_shortcut_mods *shortcut_mods;
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const char *window_title;
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struct sc_size frame_size;
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bool always_on_top;
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