Minor bugfix, properly determine when switching screens is needed.
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f841035c09
commit
8aa5bf508b
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@ -200,6 +200,7 @@ enum os_type_e {
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};
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enum screen_pos_e {
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NONE = 0,
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LEFT = 1,
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RIGHT = 2,
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MIDDLE = 3,
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44
src/mouse.c
44
src/mouse.c
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@ -20,6 +20,17 @@
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#define MACOS_SWITCH_MOVE_X 10
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#define MACOS_SWITCH_MOVE_COUNT 5
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/* Check if our upcoming mouse movement would result in having to switch outputs */
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enum screen_pos_e is_screen_switch_needed(int position, int offset) {
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if (position + offset < MIN_SCREEN_COORD - global_state.config.jump_treshold)
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return LEFT;
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if (position + offset > MAX_SCREEN_COORD + global_state.config.jump_treshold)
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return RIGHT;
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return NONE;
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}
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/* Move mouse coordinate 'position' by 'offset', but don't fall off the screen */
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int32_t move_and_keep_on_screen(int position, int offset) {
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/* Lowest we can go is 0 */
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@ -63,7 +74,8 @@ int32_t accelerate(int32_t offset) {
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return offset * acceleration[6].factor;
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}
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void update_mouse_position(device_t *state, mouse_values_t *values) {
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/* Returns LEFT if need to jump left, RIGHT if right, NONE otherwise */
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enum screen_pos_e update_mouse_position(device_t *state, mouse_values_t *values) {
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output_t *current = &state->config.output[state->active_output];
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uint8_t reduce_speed = 0;
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@ -75,12 +87,17 @@ void update_mouse_position(device_t *state, mouse_values_t *values) {
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int offset_x = accelerate(values->move_x) * (current->speed_x >> reduce_speed);
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int offset_y = accelerate(values->move_y) * (current->speed_y >> reduce_speed);
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/* Determine if our upcoming movement would stay within the screen */
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enum screen_pos_e switch_direction = is_screen_switch_needed(state->pointer_x, offset_x);
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/* Update movement */
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state->pointer_x = move_and_keep_on_screen(state->pointer_x, offset_x);
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state->pointer_y = move_and_keep_on_screen(state->pointer_y, offset_y);
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/* Update buttons state */
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state->mouse_buttons = values->buttons;
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return switch_direction;
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}
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/* If we are active output, queue packet to mouse queue, else send them through UART */
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@ -182,22 +199,12 @@ void switch_virtual_desktop(device_t *state, output_t *output, int new_index, in
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'---------' '---------' | '---------' '---------' '---------'
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)___( )___( | )___( )___( )___(
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*/
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void check_screen_switch(const mouse_values_t *values, device_t *state) {
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int new_x = state->pointer_x + values->move_x;
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void do_screen_switch(device_t *state, int direction) {
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output_t *output = &state->config.output[state->active_output];
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bool jump_left = new_x < MIN_SCREEN_COORD - state->config.jump_treshold;
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bool jump_right = new_x > MAX_SCREEN_COORD + state->config.jump_treshold;
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int direction = jump_left ? LEFT : RIGHT;
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/* No switching allowed if explicitly disabled or in gaming mode */
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if (state->switch_lock || state->gaming_mode)
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return;
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/* No jump condition met == nothing to do, return */
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if (!jump_left && !jump_right)
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return;
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// /* No switching allowed if explicitly disabled or in gaming mode */
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// if (state->switch_lock || state->gaming_mode)
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// return;
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/* We want to jump in the direction of the other computer */
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if (output->pos != direction) {
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@ -270,7 +277,7 @@ void process_mouse_report(uint8_t *raw_report, int len, uint8_t itf, hid_interfa
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extract_report_values(raw_report, state, &values, iface);
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/* Calculate and update mouse pointer movement. */
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update_mouse_position(state, &values);
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enum screen_pos_e switch_direction = update_mouse_position(state, &values);
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/* Create the report for the output PC based on the updated values */
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mouse_report_t report = create_mouse_report(state, &values);
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@ -278,8 +285,9 @@ void process_mouse_report(uint8_t *raw_report, int len, uint8_t itf, hid_interfa
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/* Move the mouse, depending where the output is supposed to go */
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output_mouse_report(&report, state);
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/* We use the mouse to switch outputs, the logic is in check_screen_switch() */
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check_screen_switch(&values, state);
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/* We use the mouse to switch outputs, if switch_direction is LEFT or RIGHT */
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if (switch_direction != NONE)
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do_screen_switch(state, switch_direction);
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}
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/* ==================================================== *
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