mirror of
https://github.com/feschber/lan-mouse.git
synced 2026-04-13 03:51:27 +03:00
Fix multimonitors (#202)
Co-authored-by: Jacob Barber <jacob.barber@disney.com> closes #83
This commit is contained in:
@@ -1,6 +1,9 @@
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use super::{error::EmulationError, Emulation, EmulationHandle};
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use super::{error::EmulationError, Emulation, EmulationHandle};
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use async_trait::async_trait;
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use async_trait::async_trait;
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use core_graphics::display::{CGDisplayBounds, CGMainDisplayID, CGPoint};
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use core_graphics::base::CGFloat;
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use core_graphics::display::{
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CGDirectDisplayID, CGDisplayBounds, CGGetDisplaysWithRect, CGPoint, CGRect, CGSize,
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};
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use core_graphics::event::{
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use core_graphics::event::{
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CGEvent, CGEventTapLocation, CGEventType, CGKeyCode, CGMouseButton, EventField, ScrollEventUnit,
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CGEvent, CGEventTapLocation, CGEventType, CGKeyCode, CGMouseButton, EventField, ScrollEventUnit,
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};
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};
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@@ -105,6 +108,77 @@ fn key_event(event_source: CGEventSource, key: u16, state: u8) {
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event.post(CGEventTapLocation::HID);
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event.post(CGEventTapLocation::HID);
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}
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}
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fn get_display_at_point(x: CGFloat, y: CGFloat) -> Option<CGDirectDisplayID> {
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let mut displays: [CGDirectDisplayID; 16] = [0; 16];
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let mut display_count: u32 = 0;
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let rect = CGRect::new(&CGPoint::new(x, y), &CGSize::new(0.0, 0.0));
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let error = unsafe {
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CGGetDisplaysWithRect(
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rect,
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1,
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displays.as_mut_ptr(),
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&mut display_count as *mut u32,
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)
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};
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if error != 0 {
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log::warn!("error getting displays at point ({}, {}): {}", x, y, error);
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return Option::None;
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}
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if display_count == 0 {
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log::debug!("no displays found at point ({}, {})", x, y);
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return Option::None;
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}
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return displays.first().copied();
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}
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fn get_display_bounds(display: CGDirectDisplayID) -> (CGFloat, CGFloat, CGFloat, CGFloat) {
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unsafe {
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let bounds = CGDisplayBounds(display);
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let min_x = bounds.origin.x;
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let max_x = bounds.origin.x + bounds.size.width;
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let min_y = bounds.origin.y;
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let max_y = bounds.origin.y + bounds.size.height;
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(min_x as f64, min_y as f64, max_x as f64, max_y as f64)
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}
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}
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fn clamp_to_screen_space(
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current_x: CGFloat,
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current_y: CGFloat,
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dx: CGFloat,
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dy: CGFloat,
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) -> (CGFloat, CGFloat) {
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// Check which display the mouse is currently on
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// Determine what the location of the mouse would be after applying the move
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// Get the display at the new location
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// If the point is not on a display
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// Clamp the mouse to the current display
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// Else If the point is on a display
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// Clamp the mouse to the new display
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let current_display = match get_display_at_point(current_x, current_y) {
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Some(display) => display,
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None => {
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log::warn!("could not get current display!");
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return (current_x, current_y);
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}
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};
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let new_x = current_x + dx;
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let new_y = current_y + dy;
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let final_display = get_display_at_point(new_x, new_y).unwrap_or(current_display);
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let (min_x, min_y, max_x, max_y) = get_display_bounds(final_display);
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(
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new_x.clamp(min_x, max_x - 1.),
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new_y.clamp(min_y, max_y - 1.),
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)
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}
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#[async_trait]
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#[async_trait]
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impl Emulation for MacOSEmulation {
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impl Emulation for MacOSEmulation {
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async fn consume(
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async fn consume(
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@@ -115,16 +189,6 @@ impl Emulation for MacOSEmulation {
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match event {
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match event {
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Event::Pointer(pointer_event) => match pointer_event {
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Event::Pointer(pointer_event) => match pointer_event {
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PointerEvent::Motion { time: _, dx, dy } => {
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PointerEvent::Motion { time: _, dx, dy } => {
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// FIXME secondary displays?
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let (min_x, min_y, max_x, max_y) = unsafe {
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let display = CGMainDisplayID();
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let bounds = CGDisplayBounds(display);
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let min_x = bounds.origin.x;
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let max_x = bounds.origin.x + bounds.size.width;
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let min_y = bounds.origin.y;
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let max_y = bounds.origin.y + bounds.size.height;
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(min_x as f64, min_y as f64, max_x as f64, max_y as f64)
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};
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let mut mouse_location = match self.get_mouse_location() {
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let mut mouse_location = match self.get_mouse_location() {
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Some(l) => l,
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Some(l) => l,
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None => {
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None => {
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@@ -133,8 +197,11 @@ impl Emulation for MacOSEmulation {
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}
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}
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};
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};
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mouse_location.x = (mouse_location.x + dx).clamp(min_x, max_x - 1.);
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let (new_mouse_x, new_mouse_y) =
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mouse_location.y = (mouse_location.y + dy).clamp(min_y, max_y - 1.);
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clamp_to_screen_space(mouse_location.x, mouse_location.y, dx, dy);
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mouse_location.x = new_mouse_x;
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mouse_location.y = new_mouse_y;
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let mut event_type = CGEventType::MouseMoved;
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let mut event_type = CGEventType::MouseMoved;
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if self.button_state.left {
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if self.button_state.left {
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