barrier/lib/platform/COSXScreen.cpp

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/*
* synergy -- mouse and keyboard sharing utility
* Copyright (C) 2004 Chris Schoeneman
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* found in the file COPYING that should have accompanied this file.
*
* This package 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.
*/
#include "COSXScreen.h"
#include "COSXClipboard.h"
#include "COSXEventQueueBuffer.h"
#include "COSXKeyState.h"
#include "COSXScreenSaver.h"
#include "CClipboard.h"
#include "CLog.h"
#include "IEventQueue.h"
#include "TMethodEventJob.h"
//
// COSXScreen
//
COSXScreen::COSXScreen(bool isPrimary) :
m_isPrimary(isPrimary),
m_isOnScreen(m_isPrimary),
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m_cursorPosValid(false),
m_cursorHidden(false),
m_keyState(NULL),
m_sequenceNumber(0),
m_screensaver(NULL),
m_screensaverNotify(false)
{
try {
m_displayID = CGMainDisplayID();
updateScreenShape();
m_screensaver = new COSXScreenSaver();
m_keyState = new COSXKeyState();
LOG((CLOG_DEBUG "screen shape: %d,%d %dx%d", m_x, m_y, m_w, m_h));
}
catch (...) {
delete m_keyState;
delete m_screensaver;
throw;
}
// install event handlers
EVENTQUEUE->adoptHandler(CEvent::kSystem, IEventQueue::getSystemTarget(),
new TMethodEventJob<COSXScreen>(this,
&COSXScreen::handleSystemEvent));
// install the platform event queue
EVENTQUEUE->adoptBuffer(new COSXEventQueueBuffer);
}
COSXScreen::~COSXScreen()
{
disable();
EVENTQUEUE->adoptBuffer(NULL);
EVENTQUEUE->removeHandler(CEvent::kSystem, IEventQueue::getSystemTarget());
delete m_keyState;
delete m_screensaver;
}
void*
COSXScreen::getEventTarget() const
{
return const_cast<COSXScreen*>(this);
}
bool
COSXScreen::getClipboard(ClipboardID, IClipboard* dst) const
{
COSXClipboard src;
CClipboard::copy(dst, &src);
return true;
}
void
COSXScreen::getShape(SInt32& x, SInt32& y, SInt32& w, SInt32& h) const
{
x = m_x;
y = m_y;
w = m_w;
h = m_h;
}
void
COSXScreen::getCursorPos(SInt32& x, SInt32& y) const
{
Point mouse;
GetGlobalMouse(&mouse);
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x = mouse.h;
y = mouse.v;
m_cursorPosValid = true;
m_xCursor = x;
m_yCursor = y;
}
void
COSXScreen::reconfigure(UInt32 activeSides)
{
// FIXME
(void)activeSides;
}
void
COSXScreen::warpCursor(SInt32 x, SInt32 y)
{
// move cursor without generating events
CGPoint pos;
pos.x = x;
pos.y = y;
CGWarpMouseCursorPosition(pos);
// save new cursor position
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m_xCursor = x;
m_yCursor = y;
m_cursorPosValid = true;
}
SInt32
COSXScreen::getJumpZoneSize() const
{
// FIXME -- is this correct?
return 1;
}
bool
COSXScreen::isAnyMouseButtonDown() const
{
// FIXME
return false;
}
void
COSXScreen::getCursorCenter(SInt32& x, SInt32& y) const
{
x = m_xCenter;
y = m_yCenter;
}
void
COSXScreen::fakeMouseButton(ButtonID id, bool press) const
{
// get button index
UInt32 index = id - kButtonLeft;
if (index >= sizeof(m_buttons) / sizeof(m_buttons[0])) {
return;
}
// update state
m_buttons[index] = press;
// synthesize event. CGPostMouseEvent is a particularly good
// example of a bad API. we have to shadow the mouse state to
// use this API and if we want to support more buttons we have
// to recompile.
CGPoint pos;
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if (!m_cursorPosValid) {
SInt32 x, y;
getCursorPos(x, y);
}
pos.x = m_xCursor;
pos.y = m_yCursor;
CGPostMouseEvent(pos, false, sizeof(m_buttons) / sizeof(m_buttons[0]),
m_buttons[0],
m_buttons[1],
m_buttons[2],
m_buttons[3],
m_buttons[4]);
}
void
COSXScreen::fakeMouseMove(SInt32 x, SInt32 y) const
{
// synthesize event
CGPoint pos;
pos.x = x;
pos.y = y;
// FIXME -- is it okay to pass no buttons here?
CGPostMouseEvent(pos, true, 0, m_buttons[0]);
// save new cursor position
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m_xCursor = x;
m_yCursor = y;
m_cursorPosValid = true;
}
void
COSXScreen::fakeMouseRelativeMove(SInt32 dx, SInt32 dy) const
{
// OS X does not appear to have a fake relative mouse move function.
// simulate it by getting the current mouse position and adding to
// that. this can yield the wrong answer but there's not much else
// we can do.
// get current position
Point oldPos;
GetGlobalMouse(&oldPos);
// synthesize event
CGPoint pos;
pos.x = oldPos.h + dx;
pos.y = oldPos.v + dy;
// FIXME -- is it okay to pass no buttons here?
CGPostMouseEvent(pos, true, 0, m_buttons[0]);
// we now assume we don't know the current cursor position
m_cursorPosValid = false;
}
void
COSXScreen::fakeMouseWheel(SInt32 delta) const
{
CGPostScrollWheelEvent(1, delta / 120);
}
void
COSXScreen::enable()
{
// FIXME -- install clipboard snooper (if we need one)
if (m_isPrimary) {
// FIXME -- start watching jump zones
}
else {
// FIXME -- prevent system from entering power save mode
// hide cursor
if (!m_cursorHidden) {
CGDisplayHideCursor(m_displayID);
m_cursorHidden = true;
}
// warp the mouse to the cursor center
fakeMouseMove(m_xCenter, m_yCenter);
// FIXME -- prepare to show cursor if it moves
}
updateKeys();
}
void
COSXScreen::disable()
{
if (m_isPrimary) {
// FIXME -- stop watching jump zones, stop capturing input
}
else {
// show cursor
if (m_cursorHidden) {
CGDisplayShowCursor(m_displayID);
m_cursorHidden = false;
}
// FIXME -- allow system to enter power saving mode
}
// FIXME -- uninstall clipboard snooper (if we needed one)
m_isOnScreen = m_isPrimary;
}
void
COSXScreen::enter()
{
if (m_isPrimary) {
// FIXME -- stop capturing input, watch jump zones
}
else {
// show cursor
if (m_cursorHidden) {
CGDisplayShowCursor(m_displayID);
m_cursorHidden = false;
}
// reset buttons
for (UInt32 i = 0; i < sizeof(m_buttons) / sizeof(m_buttons[0]); ++i) {
m_buttons[i] = false;
}
}
// now on screen
m_isOnScreen = true;
}
bool
COSXScreen::leave()
{
// FIXME -- choose keyboard layout if per-process and activate it here
if (m_isPrimary) {
// update key and button state
updateKeys();
// warp to center
warpCursor(m_xCenter, m_yCenter);
// capture events
// FIXME
}
else {
// hide cursor
if (!m_cursorHidden) {
CGDisplayHideCursor(m_displayID);
m_cursorHidden = true;
}
// warp the mouse to the cursor center
fakeMouseMove(m_xCenter, m_yCenter);
// FIXME -- prepare to show cursor if it moves
// take keyboard focus
// FIXME
}
// now off screen
m_isOnScreen = false;
return true;
}
bool
COSXScreen::setClipboard(ClipboardID, const IClipboard* src)
{
COSXClipboard dst;
if (src != NULL) {
// save clipboard data
return CClipboard::copy(&dst, src);
}
else {
// assert clipboard ownership
if (!dst.open(0)) {
return false;
}
dst.empty();
dst.close();
return true;
}
}
void
COSXScreen::checkClipboards()
{
// FIXME -- do nothing if we're always up to date
}
void
COSXScreen::openScreensaver(bool notify)
{
m_screensaverNotify = notify;
if (!m_screensaverNotify) {
m_screensaver->disable();
}
}
void
COSXScreen::closeScreensaver()
{
if (!m_screensaverNotify) {
m_screensaver->enable();
}
}
void
COSXScreen::screensaver(bool activate)
{
if (activate) {
m_screensaver->activate();
}
else {
m_screensaver->deactivate();
}
}
void
COSXScreen::resetOptions()
{
// no options
}
void
COSXScreen::setOptions(const COptionsList&)
{
// no options
}
void
COSXScreen::setSequenceNumber(UInt32 seqNum)
{
m_sequenceNumber = seqNum;
}
bool
COSXScreen::isPrimary() const
{
return m_isPrimary;
}
void
COSXScreen::handleSystemEvent(const CEvent&, void*)
{
// FIXME
}
void
COSXScreen::updateButtons()
{
// FIXME -- get current button state into m_buttons[]
}
IKeyState*
COSXScreen::getKeyState() const
{
return m_keyState;
}
void
COSXScreen::updateScreenShape()
{
// FIXME -- handle multiple monitors
// get shape of default screen
m_x = 0;
m_y = 0;
m_w = CGDisplayPixelsWide(m_displayID);
m_h = CGDisplayPixelsHigh(m_displayID);
// get center of default screen
m_xCenter = m_x + (m_w >> 1);
m_yCenter = m_y + (m_h >> 1);
}