mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
Fix lag on events
Found on sanctum2, returning 0 in XPending & XEventsQueued make the SDL do something else than polling events and makes lag the event loop. Now the event loop returns 0 when there are no more events.
This commit is contained in:
parent
9fa4053551
commit
1016e7f47f
4 changed files with 78 additions and 69 deletions
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@ -23,8 +23,9 @@
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// X11 Data
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static Display* g_Display = nullptr;
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static uint64_t g_Time = 0;
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static uint64_t g_TicksPerSecond = 0;
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static Window g_Window = 0;
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static uint64_t g_Time = 0;
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static uint64_t g_TicksPerSecond = 0;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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@ -56,7 +57,7 @@ bool IsKeySys(int key)
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}
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// Functions
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bool ImGui_ImplX11_Init(void *display)
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bool ImGui_ImplX11_Init(void *display, void *window)
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{
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timespec ts, tsres;
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clock_getres(CLOCK_MONOTONIC_RAW, &tsres);
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@ -72,6 +73,7 @@ bool ImGui_ImplX11_Init(void *display)
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// Setup back-end capabilities flags
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g_Display = reinterpret_cast<Display*>(display);
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g_Window = reinterpret_cast<Window>(window);
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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@ -107,6 +109,7 @@ bool ImGui_ImplX11_Init(void *display)
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void ImGui_ImplX11_Shutdown()
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{
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g_Display = nullptr;
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g_Window = 0;
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}
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static bool ImGui_ImplX11_UpdateMouseCursor()
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@ -143,7 +146,7 @@ static bool ImGui_ImplX11_UpdateMouseCursor()
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return true;
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}
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static void ImGui_ImplX11_UpdateMousePos(Window window)
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static void ImGui_ImplX11_UpdateMousePos()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -160,7 +163,7 @@ static void ImGui_ImplX11_UpdateMousePos(Window window)
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int rx, ry, x, y;
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unsigned int mask;
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XQueryPointer(g_Display, window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask);
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XQueryPointer(g_Display, g_Window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask);
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io.MousePos.x = x;
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io.MousePos.y = y;
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@ -215,7 +218,7 @@ static void ImGui_ImplX11_UpdateGamepads()
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*/
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}
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void ImGui_ImplX11_NewFrame(void* window)
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void ImGui_ImplX11_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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@ -225,7 +228,7 @@ void ImGui_ImplX11_NewFrame(void* window)
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int unused_int;
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unsigned int unused_unsigned_int;
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XGetGeometry(g_Display, (Window)window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int);
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XGetGeometry(g_Display, (Window)g_Window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int);
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io.DisplaySize.x = width;
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io.DisplaySize.y = height;
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@ -249,7 +252,7 @@ void ImGui_ImplX11_NewFrame(void* window)
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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// Update OS mouse position
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ImGui_ImplX11_UpdateMousePos((Window)window);
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ImGui_ImplX11_UpdateMousePos();
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/*
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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@ -9,9 +9,9 @@
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#pragma once
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IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display);
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IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display, void* window);
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IMGUI_IMPL_API void ImGui_ImplX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(void* window);
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IMGUI_IMPL_API void ImGui_ImplX11_NewFrame();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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@ -41,14 +41,14 @@ void X11_Hook::prepareForOverlay(Display *display, Window wnd)
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{
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if (!initialized)
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{
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ImGui_ImplX11_Init(display);
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ImGui_ImplX11_Init(display, (void*)wnd);
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game_wnd = wnd;
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initialized = true;
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}
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ImGui_ImplX11_NewFrame((void*)wnd);
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ImGui_ImplX11_NewFrame();
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}
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/////////////////////////////////////////////////////////////////////////////////////
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@ -68,6 +68,65 @@ bool IgnoreEvent(XEvent &event)
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return false;
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}
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int X11_Hook::check_for_overlay(Display *d, int num_events)
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{
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static Time prev_time = {};
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X11_Hook* inst = Inst();
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if( inst->initialized )
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{
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XEvent event;
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while(num_events)
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{
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//inst->_XPeekEvent(d, &event);
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XPeekEvent(d, &event);
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Steam_Overlay* overlay = get_steam_client()->steam_overlay;
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bool show = overlay->ShowOverlay();
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// Is the event is a key press
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if (event.type == KeyPress)
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{
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// Tab is pressed and was not pressed before
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//if (event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask)
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if (event.xkey.keycode == XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask)
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{
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// if key TAB is held, don't make the overlay flicker :p
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if( event.xkey.time != prev_time)
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{
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overlay->ShowOverlay(!overlay->ShowOverlay());
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if (overlay->ShowOverlay())
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show = true;
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}
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}
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}
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//else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab))
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else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(d, XK_Tab))
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{
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prev_time = event.xkey.time;
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}
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if (show)
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{
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ImGui_ImplX11_EventHandler(event);
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if (IgnoreEvent(event))
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{
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//inst->_XNextEvent(d, &event);
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XNextEvent(d, &event);
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--num_events;
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}
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else
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break;
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}
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else
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break;
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}
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}
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return num_events;
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}
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int X11_Hook::MyXEventsQueued(Display *display, int mode)
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{
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X11_Hook* inst = X11_Hook::Inst();
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@ -76,53 +135,9 @@ int X11_Hook::MyXEventsQueued(Display *display, int mode)
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if( res )
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{
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static Time prev_time = {};
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XEvent event;
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//inst->_XPeekEvent(display, &event);
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XPeekEvent(display, &event);
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Steam_Overlay* overlay = get_steam_client()->steam_overlay;
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bool show = overlay->ShowOverlay();
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// Is the event is a key press
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if (event.type == KeyPress)
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{
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// Tab is pressed and was not pressed before
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//if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask)
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if (event.xkey.keycode == XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask)
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{
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// if key TAB is held, don't make the overlay flicker :p
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if( event.xkey.time != prev_time)
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{
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overlay->ShowOverlay(!overlay->ShowOverlay());
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if (overlay->ShowOverlay())
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show = true;
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}
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}
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}
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//else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab))
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else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(display, XK_Tab))
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{
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prev_time = event.xkey.time;
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}
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if (show)
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{
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ImGui_ImplX11_EventHandler(event);
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if (IgnoreEvent(event))
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{
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//inst->_XNextEvent(display, &event);
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XNextEvent(display, &event);
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return 0;
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}
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}
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res = inst->check_for_overlay(display, res);
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}
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// XEventsQueued returns the num of events available.
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// Usually, games tend to read all events queued before calling again XEventsQueued
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// making us unavailable to intercept undesired events
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return res;
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}
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@ -140,19 +155,9 @@ int X11_Hook::MyXPending(Display* display)
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{
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int res = Inst()->_XPending(display);
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if( res && get_steam_client()->steam_overlay->ShowOverlay() )
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if( res )
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{
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XEvent event;
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//Inst()->_XPeekEvent(display, &event);
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XPeekEvent(display, &event);
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if( IgnoreEvent(event) )
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{
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ImGui_ImplX11_EventHandler(event);
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//Inst()->_XNextEvent(display, &event);
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XNextEvent(display, &event);
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res = 0;
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}
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res = Inst()->check_for_overlay(display, res);
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}
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return res;
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@ -24,6 +24,7 @@ private:
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// Functions
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X11_Hook();
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int check_for_overlay(Display *d, int num_events);
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// Hook to X11 window messages
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