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[refactor] reorganize platform and wire sources
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@@ -0,0 +1,67 @@
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#ifndef _CURSOR_POSITION_H_
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#define _CURSOR_POSITION_H_
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#include <algorithm>
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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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inline void ResetCursorPosition(CursorState* state) {
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if (!state) return;
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state->position_update = true;
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state->position_valid = false;
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state->x = 0.5f;
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state->y = 0.5f;
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state->visual_offset_x = 0.0f;
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state->visual_offset_y = 0.0f;
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state->display_id = -1;
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}
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inline bool NormalizeCursorPosition(
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double screen_x, double screen_y,
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const std::vector<DisplayInfo>& displays, int preferred_display,
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CursorState* state) {
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if (!state) return false;
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ResetCursorPosition(state);
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auto contains = [&](int index) {
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if (index < 0 || index >= static_cast<int>(displays.size())) return false;
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const auto& display = displays[index];
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return display.width > 0 && display.height > 0 &&
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screen_x >= display.left && screen_x < display.right &&
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screen_y >= display.top && screen_y < display.bottom;
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};
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int display_id = contains(preferred_display) ? preferred_display : -1;
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if (display_id < 0) {
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for (int index = 0; index < static_cast<int>(displays.size()); ++index) {
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if (contains(index)) {
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display_id = index;
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break;
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}
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}
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}
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if (display_id < 0) return false;
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const auto& display = displays[display_id];
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// Screen coordinates describe a continuous rectangle with an exclusive
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// right/bottom edge. Use its full extent so feedback is the exact inverse of
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// normalized input instead of accumulating a one-pixel edge convention.
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const double horizontal_extent = std::max(display.width, 1);
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const double vertical_extent = std::max(display.height, 1);
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state->position_valid = true;
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state->x = static_cast<float>(std::clamp(
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(screen_x - display.left) / horizontal_extent, 0.0, 1.0));
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state->y = static_cast<float>(std::clamp(
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(screen_y - display.top) / vertical_extent, 0.0, 1.0));
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state->display_id = display_id;
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return true;
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}
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} // namespace crossdesk
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#endif
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