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[refactor] reorganize platform and wire sources
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/*
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* @Author: DI JUNKUN
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* @Date: 2023-12-14
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* Copyright (c) 2023 by DI JUNKUN, All Rights Reserved.
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*/
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#ifndef _DEVICE_CONTROLLER_H_
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#define _DEVICE_CONTROLLER_H_
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#include <cstdint>
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#include <vector>
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#include <remote_action.h>
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#include "display_info.h"
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namespace crossdesk {
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// int key_code, bool is_down, uint32_t scan_code, bool extended
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using OnKeyAction = void (*)(int, bool, uint32_t, bool, void*);
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class DeviceController {
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public:
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virtual ~DeviceController() = default;
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};
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class MouseController : public DeviceController {
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public:
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~MouseController() override = default;
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virtual int Init(std::vector<DisplayInfo> display_info_list) = 0;
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virtual int Destroy() = 0;
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virtual int SendMouseCommand(RemoteAction remote_action,
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int display_index) = 0;
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virtual void UpdateDisplayInfoList(
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const std::vector<DisplayInfo>&) {}
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};
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class KeyboardCapturer : public DeviceController {
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public:
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~KeyboardCapturer() override = default;
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virtual int Hook(OnKeyAction on_key_action, void* user_ptr) = 0;
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virtual int Unhook() = 0;
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virtual int SendKeyboardCommand(int key_code, bool is_down,
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uint32_t scan_code = 0,
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bool extended = false) = 0;
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};
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} // namespace crossdesk
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#endif
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