FreeRDP/server/shadow/shadow_input.c
zihao.jiang 60ae27b00a server/shadow: Completely decouple subsystem implementations and shadow framework internal details.
It will be completely possible to implement subsystem with only include/freerdp/server/shadow.h and libfreerdp-shadow.

Details as following:
1. Exported surface structure as subsystem implementations deeply depend on it to send image update
2. Export capture APIs. They are actually indepent APIs to help compare and calculate image difference.
3. Introduce API to trigger client frame update. Conceal details in subsystem->updateEvent
4. Pass client to client callbacks. Subsystem implementation may need to know 'which client' send the interaction event as well as the authentication request.
Add this support in callback definition before anyone really use shadow framework APIs to implement a custom subsystem.
Also added callback for client capability exchange
5. Remove X11_ShadowSubsystem Mac_ShadowSubsystem Win_ShadowSubsystem from libfreerdp-shadow.
Discard FREERDP_API mark on ShadowSubsystemEntry functions and make them be compiled together with shadow.c in CMakeLists.txt.
This is required from PR .
Now subsystem implementations and shadow.c could be regarded as an example for shadow framework.
2016-01-01 03:13:52 +08:00

138 lines
3.5 KiB
C

/**
* FreeRDP: A Remote Desktop Protocol Implementation
*
* Copyright 2014 Marc-Andre Moreau <marcandre.moreau@gmail.com>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "shadow.h"
BOOL shadow_input_synchronize_event(rdpInput* input, UINT32 flags)
{
rdpShadowClient* client = (rdpShadowClient*) input->context;
rdpShadowSubsystem* subsystem = client->server->subsystem;
if (!client->mayInteract)
return TRUE;
if (subsystem->SynchronizeEvent)
{
subsystem->SynchronizeEvent(subsystem, client, flags);
}
return TRUE;
}
BOOL shadow_input_keyboard_event(rdpInput* input, UINT16 flags, UINT16 code)
{
rdpShadowClient* client = (rdpShadowClient*) input->context;
rdpShadowSubsystem* subsystem = client->server->subsystem;
if (!client->mayInteract)
return TRUE;
if (subsystem->KeyboardEvent)
{
subsystem->KeyboardEvent(subsystem, client, flags, code);
}
return TRUE;
}
BOOL shadow_input_unicode_keyboard_event(rdpInput* input, UINT16 flags, UINT16 code)
{
rdpShadowClient* client = (rdpShadowClient*) input->context;
rdpShadowSubsystem* subsystem = client->server->subsystem;
if (!client->mayInteract)
return TRUE;
if (subsystem->UnicodeKeyboardEvent)
{
subsystem->UnicodeKeyboardEvent(subsystem, client, flags, code);
}
return TRUE;
}
BOOL shadow_input_mouse_event(rdpInput* input, UINT16 flags, UINT16 x, UINT16 y)
{
rdpShadowClient* client = (rdpShadowClient*) input->context;
rdpShadowSubsystem* subsystem = client->server->subsystem;
if (client->server->shareSubRect)
{
x += client->server->subRect.left;
y += client->server->subRect.top;
}
if (!(flags & PTR_FLAGS_WHEEL))
{
client->pointerX = x;
client->pointerY = y;
if ((client->pointerX == subsystem->pointerX) &&
(client->pointerY == subsystem->pointerY))
{
flags &= ~PTR_FLAGS_MOVE;
if (!(flags & (PTR_FLAGS_BUTTON1 | PTR_FLAGS_BUTTON2 | PTR_FLAGS_BUTTON3)))
return TRUE;
}
}
if (!client->mayInteract)
return TRUE;
if (subsystem->MouseEvent)
{
subsystem->MouseEvent(subsystem, client, flags, x, y);
}
return TRUE;
}
BOOL shadow_input_extended_mouse_event(rdpInput* input, UINT16 flags, UINT16 x, UINT16 y)
{
rdpShadowClient* client = (rdpShadowClient*) input->context;
rdpShadowSubsystem* subsystem = client->server->subsystem;
if (client->server->shareSubRect)
{
x += client->server->subRect.left;
y += client->server->subRect.top;
}
client->pointerX = x;
client->pointerY = y;
if (!client->mayInteract)
return TRUE;
if (subsystem->ExtendedMouseEvent)
{
subsystem->ExtendedMouseEvent(subsystem, client, flags, x, y);
}
return TRUE;
}
void shadow_input_register_callbacks(rdpInput* input)
{
input->SynchronizeEvent = shadow_input_synchronize_event;
input->KeyboardEvent = shadow_input_keyboard_event;
input->UnicodeKeyboardEvent = shadow_input_unicode_keyboard_event;
input->MouseEvent = shadow_input_mouse_event;
input->ExtendedMouseEvent = shadow_input_extended_mouse_event;
}