Fix #183 and address the change suggested by #184.

Minor bugfix, properly determine when switching screens is needed.
This commit is contained in:
Hrvoje Cavrak 2024-12-07 00:17:02 +01:00 committed by 梁鸿
parent f841035c09
commit 8aa5bf508b
2 changed files with 27 additions and 18 deletions

View File

@ -200,6 +200,7 @@ enum os_type_e {
}; };
enum screen_pos_e { enum screen_pos_e {
NONE = 0,
LEFT = 1, LEFT = 1,
RIGHT = 2, RIGHT = 2,
MIDDLE = 3, MIDDLE = 3,

View File

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