mirror of
https://github.com/debauchee/barrier.git
synced 2024-12-18 08:22:06 +03:00
530be3ff9d
multiple systems with automake, with X Windows and Carbon window system APIs supported. It's also a starting port for supporting win32 builds using mingw. OS X support is incomplete; the tree will compile and link but the binaries will not function.
408 lines
7.2 KiB
C++
408 lines
7.2 KiB
C++
/*
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* synergy -- mouse and keyboard sharing utility
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* Copyright (C) 2004 Chris Schoeneman
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*
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* This package is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* found in the file COPYING that should have accompanied this file.
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*
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* This package is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*/
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#include "COSXScreen.h"
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#include "COSXClipboard.h"
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#include "COSXEventQueueBuffer.h"
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#include "COSXKeyState.h"
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#include "COSXScreenSaver.h"
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#include "CClipboard.h"
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#include "CLog.h"
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#include "IEventQueue.h"
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#include "TMethodEventJob.h"
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//
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// COSXScreen
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//
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COSXScreen::COSXScreen(bool isPrimary) :
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m_isPrimary(isPrimary),
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m_isOnScreen(m_isPrimary),
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m_cursorHidden(false),
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m_keyState(NULL),
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m_sequenceNumber(0),
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m_screensaver(NULL),
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m_screensaverNotify(false)
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{
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try {
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m_displayID = CGMainDisplayID();
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updateScreenShape();
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m_screensaver = new COSXScreenSaver();
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m_keyState = new COSXKeyState();
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LOG((CLOG_DEBUG "screen shape: %d,%d %dx%d", m_x, m_y, m_w, m_h));
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}
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catch (...) {
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delete m_keyState;
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delete m_screensaver;
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throw;
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}
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// install event handlers
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EVENTQUEUE->adoptHandler(CEvent::kSystem, IEventQueue::getSystemTarget(),
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new TMethodEventJob<COSXScreen>(this,
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&COSXScreen::handleSystemEvent));
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// install the platform event queue
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EVENTQUEUE->adoptBuffer(new COSXEventQueueBuffer);
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}
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COSXScreen::~COSXScreen()
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{
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disable();
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EVENTQUEUE->adoptBuffer(NULL);
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EVENTQUEUE->removeHandler(CEvent::kSystem, IEventQueue::getSystemTarget());
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delete m_keyState;
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delete m_screensaver;
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}
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void*
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COSXScreen::getEventTarget() const
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{
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return const_cast<COSXScreen*>(this);
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}
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bool
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COSXScreen::getClipboard(ClipboardID, IClipboard* dst) const
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{
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COSXClipboard src;
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CClipboard::copy(dst, &src);
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return true;
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}
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void
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COSXScreen::getShape(SInt32& x, SInt32& y, SInt32& w, SInt32& h) const
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{
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x = m_x;
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y = m_y;
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w = m_w;
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h = m_h;
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}
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void
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COSXScreen::getCursorPos(SInt32& x, SInt32& y) const
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{
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Point mouse;
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GetGlobalMouse(&mouse);
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x = mouse.h;
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y = mouse.v;
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}
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void
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COSXScreen::reconfigure(UInt32 activeSides)
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{
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// FIXME
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(void)activeSides;
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}
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void
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COSXScreen::warpCursor(SInt32 x, SInt32 y)
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{
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// move cursor without generating events
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CGPoint pos;
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pos.x = x;
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pos.y = y;
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CGWarpMouseCursorPosition(pos);
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// save new cursor position
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m_xCursor = x;
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m_yCursor = y;
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}
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SInt32
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COSXScreen::getJumpZoneSize() const
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{
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// FIXME -- is this correct?
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return 1;
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}
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bool
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COSXScreen::isAnyMouseButtonDown() const
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{
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// FIXME
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return false;
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}
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void
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COSXScreen::getCursorCenter(SInt32& x, SInt32& y) const
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{
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x = m_xCenter;
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y = m_yCenter;
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}
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void
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COSXScreen::fakeMouseButton(ButtonID id, bool press) const
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{
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// get button index
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UInt32 index = id - kButtonLeft;
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if (index >= sizeof(m_buttons) / sizeof(m_buttons[0])) {
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return;
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}
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// update state
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m_buttons[index] = press;
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// synthesize event. CGPostMouseEvent is a particularly good
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// example of a bad API. we have to shadow the mouse state to
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// use this API and if we want to support more buttons we have
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// to recompile.
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CGPoint pos;
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pos.x = m_xCursor;
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pos.y = m_yCursor;
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CGPostMouseEvent(pos, false, sizeof(m_buttons) / sizeof(m_buttons[0]),
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m_buttons[0],
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m_buttons[1],
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m_buttons[2],
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m_buttons[3],
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m_buttons[4]);
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}
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void
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COSXScreen::fakeMouseMove(SInt32 x, SInt32 y) const
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{
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// synthesize event
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CGPoint pos;
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pos.x = x;
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pos.y = y;
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// FIXME -- is it okay to pass no buttons here?
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CGPostMouseEvent(pos, true, 0, m_buttons[0]);
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// save new cursor position
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m_xCursor = x;
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m_yCursor = y;
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}
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void
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COSXScreen::fakeMouseWheel(SInt32 delta) const
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{
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CGPostScrollWheelEvent(1, delta / 120);
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}
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void
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COSXScreen::enable()
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{
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// FIXME -- install clipboard snooper (if we need one)
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if (m_isPrimary) {
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// FIXME -- start watching jump zones
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}
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else {
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// FIXME -- prevent system from entering power save mode
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// hide cursor
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if (!m_cursorHidden) {
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CGDisplayHideCursor(m_displayID);
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m_cursorHidden = true;
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}
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// warp the mouse to the cursor center
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fakeMouseMove(m_xCenter, m_yCenter);
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// FIXME -- prepare to show cursor if it moves
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}
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updateKeys();
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}
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void
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COSXScreen::disable()
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{
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if (m_isPrimary) {
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// FIXME -- stop watching jump zones, stop capturing input
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}
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else {
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// show cursor
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if (m_cursorHidden) {
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CGDisplayShowCursor(m_displayID);
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m_cursorHidden = false;
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}
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// FIXME -- allow system to enter power saving mode
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}
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// FIXME -- uninstall clipboard snooper (if we needed one)
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m_isOnScreen = m_isPrimary;
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}
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void
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COSXScreen::enter()
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{
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if (m_isPrimary) {
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// FIXME -- stop capturing input, watch jump zones
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}
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else {
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// show cursor
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if (m_cursorHidden) {
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CGDisplayShowCursor(m_displayID);
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m_cursorHidden = false;
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}
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// reset buttons
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for (UInt32 i = 0; i < sizeof(m_buttons) / sizeof(m_buttons[0]); ++i) {
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m_buttons[i] = false;
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}
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}
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// now on screen
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m_isOnScreen = true;
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}
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bool
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COSXScreen::leave()
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{
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// FIXME -- choose keyboard layout if per-process and activate it here
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if (m_isPrimary) {
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// update key and button state
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updateKeys();
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// warp to center
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warpCursor(m_xCenter, m_yCenter);
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// capture events
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// FIXME
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}
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else {
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// hide cursor
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if (!m_cursorHidden) {
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CGDisplayHideCursor(m_displayID);
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m_cursorHidden = true;
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}
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// warp the mouse to the cursor center
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fakeMouseMove(m_xCenter, m_yCenter);
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// FIXME -- prepare to show cursor if it moves
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// take keyboard focus
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// FIXME
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}
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// now off screen
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m_isOnScreen = false;
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return true;
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}
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bool
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COSXScreen::setClipboard(ClipboardID, const IClipboard* src)
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{
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COSXClipboard dst;
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if (src != NULL) {
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// save clipboard data
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return CClipboard::copy(&dst, src);
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}
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else {
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// assert clipboard ownership
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if (!dst.open(0)) {
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return false;
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}
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dst.empty();
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dst.close();
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return true;
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}
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}
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void
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COSXScreen::checkClipboards()
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{
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// FIXME -- do nothing if we're always up to date
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}
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void
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COSXScreen::openScreensaver(bool notify)
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{
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m_screensaverNotify = notify;
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if (!m_screensaverNotify) {
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m_screensaver->disable();
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}
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}
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void
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COSXScreen::closeScreensaver()
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{
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if (!m_screensaverNotify) {
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m_screensaver->enable();
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}
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}
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void
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COSXScreen::screensaver(bool activate)
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{
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if (activate) {
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m_screensaver->activate();
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}
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else {
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m_screensaver->deactivate();
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}
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}
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void
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COSXScreen::resetOptions()
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{
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// no options
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}
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void
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COSXScreen::setOptions(const COptionsList&)
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{
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// no options
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}
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void
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COSXScreen::setSequenceNumber(UInt32 seqNum)
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{
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m_sequenceNumber = seqNum;
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}
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bool
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COSXScreen::isPrimary() const
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{
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return m_isPrimary;
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}
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void
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COSXScreen::handleSystemEvent(const CEvent&, void*)
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{
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// FIXME
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}
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void
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COSXScreen::updateButtons()
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{
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// FIXME -- get current button state into m_buttons[]
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}
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IKeyState*
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COSXScreen::getKeyState() const
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{
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return m_keyState;
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}
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void
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COSXScreen::updateScreenShape()
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{
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// FIXME -- handle multiple monitors
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// get shape of default screen
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m_x = 0;
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m_y = 0;
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m_w = CGDisplayPixelsWide(m_displayID);
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m_h = CGDisplayPixelsHigh(m_displayID);
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// get center of default screen
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m_xCenter = m_x + (m_w >> 1);
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m_yCenter = m_y + (m_h >> 1);
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}
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