mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-16 14:22:28 +00:00
Remove mouse throttling code
This should be managed inside moonlight-common-c instead.
This commit is contained in:
parent
332d4433c4
commit
e1c4a488ed
4 changed files with 61 additions and 191 deletions
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@ -9,17 +9,12 @@
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#include <QDir>
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#include <QGuiApplication>
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#define MOUSE_POLLING_INTERVAL 5
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SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer, int streamWidth, int streamHeight)
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: m_MultiController(prefs.multiController),
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m_GamepadMouse(prefs.gamepadMouse),
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m_SwapMouseButtons(prefs.swapMouseButtons),
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m_ReverseScrollDirection(prefs.reverseScrollDirection),
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m_SwapFaceButtons(prefs.swapFaceButtons),
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m_BatchMouseMotion(computer->isNvidiaServerSoftware),
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m_MouseMoveTimer(0),
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m_MousePositionLock(0),
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m_MouseWasInVideoRegion(false),
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m_PendingMouseButtonsAllUpOnVideoRegionLeave(false),
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m_PointerRegionLockActive(false),
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@ -188,25 +183,6 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* comput
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SDL_zero(m_LastTouchDownEvent);
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SDL_zero(m_LastTouchUpEvent);
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SDL_zero(m_TouchDownEvent);
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SDL_zero(m_MousePositionReport);
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SDL_AtomicSet(&m_MouseDeltaX, 0);
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SDL_AtomicSet(&m_MouseDeltaY, 0);
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SDL_AtomicSet(&m_MousePositionUpdated, 0);
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if (m_BatchMouseMotion) {
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Uint32 pollingInterval = QString(qgetenv("MOUSE_POLLING_INTERVAL")).toUInt();
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if (pollingInterval == 0) {
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pollingInterval = MOUSE_POLLING_INTERVAL;
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}
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else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Using custom mouse polling interval: %u ms",
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pollingInterval);
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}
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m_MouseMoveTimer = SDL_AddTimer(pollingInterval, SdlInputHandler::mouseMoveTimerCallback, this);
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}
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}
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SdlInputHandler::~SdlInputHandler()
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@ -226,7 +202,6 @@ SdlInputHandler::~SdlInputHandler()
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}
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}
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SDL_RemoveTimer(m_MouseMoveTimer);
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SDL_RemoveTimer(m_LongPressTimer);
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SDL_RemoveTimer(m_LeftButtonReleaseTimer);
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SDL_RemoveTimer(m_RightButtonReleaseTimer);
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@ -405,7 +380,14 @@ void SdlInputHandler::setCaptureActive(bool active)
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mouseY -= windowY;
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if (isMouseInVideoRegion(mouseX, mouseY)) {
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updateMousePositionReport(mouseX, mouseY);
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// Synthesize a mouse event to synchronize the cursor
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SDL_MouseMotionEvent motionEvent = {};
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motionEvent.type = SDL_MOUSEMOTION;
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motionEvent.timestamp = SDL_GetTicks();
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motionEvent.windowID = SDL_GetWindowID(m_Window);
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motionEvent.x = mouseX;
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motionEvent.y = mouseY;
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handleMouseMotionEvent(&motionEvent);
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}
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}
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}
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@ -5,10 +5,6 @@
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#include <SDL.h>
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#define SDL_CODE_HIDE_CURSOR 1
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#define SDL_CODE_SHOW_CURSOR 2
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#define SDL_CODE_UNCAPTURE_MOUSE 3
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struct GamepadState {
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SDL_GameController* controller;
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SDL_JoystickID jsId;
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@ -87,10 +83,6 @@ public:
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bool isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth = -1, int windowHeight = -1);
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void updateMousePositionReport(int mouseX, int mouseY);
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void flushMousePositionUpdate();
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void updateKeyboardGrabState();
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void updatePointerRegionLock();
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@ -126,9 +118,6 @@ private:
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static
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Uint32 longPressTimerCallback(Uint32 interval, void* param);
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static
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Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
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static
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Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
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@ -147,17 +136,7 @@ private:
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bool m_SwapMouseButtons;
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bool m_ReverseScrollDirection;
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bool m_SwapFaceButtons;
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bool m_BatchMouseMotion;
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SDL_TimerID m_MouseMoveTimer;
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SDL_atomic_t m_MouseDeltaX;
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SDL_atomic_t m_MouseDeltaY;
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SDL_SpinLock m_MousePositionLock;
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struct {
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int x, y;
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int windowWidth, windowHeight;
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} m_MousePositionReport;
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SDL_atomic_t m_MousePositionUpdated;
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bool m_MouseWasInVideoRegion;
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bool m_PendingMouseButtonsAllUpOnVideoRegionLeave;
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bool m_PointerRegionLockActive;
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@ -62,114 +62,12 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
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button = BUTTON_RIGHT;
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}
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// Ensure any pending mouse position update has been sent before we send
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// our button event. This ensures that the cursor is in the correct location
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// when the button event is issued.
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//
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// On platforms like macOS, the mouse doesn't track when the window isn't
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// focused. When we gain focus via mouse click, we immediately get a mouse
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// move event and a mouse button event. If we don't flush here, the button
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// will probably arrive before the mouse timer issues the position update.
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flushMousePositionUpdate();
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LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
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BUTTON_ACTION_PRESS :
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BUTTON_ACTION_RELEASE,
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button);
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}
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void SdlInputHandler::updateMousePositionReport(int mouseX, int mouseY)
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{
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int windowWidth, windowHeight;
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// Call SDL_GetWindowSize() before entering the spinlock
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SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
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SDL_AtomicLock(&m_MousePositionLock);
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m_MousePositionReport.x = mouseX;
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m_MousePositionReport.y = mouseY;
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m_MousePositionReport.windowWidth = windowWidth;
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m_MousePositionReport.windowHeight = windowHeight;
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SDL_AtomicUnlock(&m_MousePositionLock);
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SDL_AtomicSet(&m_MousePositionUpdated, 1);
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}
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void SdlInputHandler::flushMousePositionUpdate()
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{
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bool hasNewPosition = SDL_AtomicSet(&m_MousePositionUpdated, 0) != 0;
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if (hasNewPosition) {
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// If the lock is held now, the main thread is trying to update
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// the mouse position. We'll pick up the new position next time.
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if (SDL_AtomicTryLock(&m_MousePositionLock)) {
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SDL_Rect src, dst;
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bool mouseInVideoRegion;
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src.x = src.y = 0;
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src.w = m_StreamWidth;
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src.h = m_StreamHeight;
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dst.x = dst.y = 0;
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dst.w = m_MousePositionReport.windowWidth;
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dst.h = m_MousePositionReport.windowHeight;
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// Use the stream and window sizes to determine the video region
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StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
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mouseInVideoRegion = isMouseInVideoRegion(m_MousePositionReport.x,
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m_MousePositionReport.y,
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m_MousePositionReport.windowWidth,
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m_MousePositionReport.windowHeight);
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// Clamp motion to the video region
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short x = qMin(qMax(m_MousePositionReport.x - dst.x, 0), dst.w);
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short y = qMin(qMax(m_MousePositionReport.y - dst.y, 0), dst.h);
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// Release the spinlock to unblock the main thread
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SDL_AtomicUnlock(&m_MousePositionLock);
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// Send the mouse position update if one of the following is true:
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// a) it is in the video region now
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// b) it just left the video region (to ensure the mouse is clamped to the video boundary)
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// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
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Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
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if (buttonState == 0) {
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if (m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
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// Tell the main thread to stop capturing the mouse now
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SDL_Event event;
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event.type = SDL_USEREVENT;
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event.user.code = SDL_CODE_UNCAPTURE_MOUSE;
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SDL_PushEvent(&event);
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m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
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}
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}
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if (mouseInVideoRegion || m_MouseWasInVideoRegion || m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
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LiSendMousePositionEvent(x, y, dst.w, dst.h);
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}
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// Adjust the cursor visibility if applicable
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if (mouseInVideoRegion ^ m_MouseWasInVideoRegion) {
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// We must push an event for the main thread to process, because it's not safe
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// to directly can SDL_ShowCursor() on the arbitrary thread on which this timer
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// executes.
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SDL_Event event;
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event.type = SDL_USEREVENT;
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event.user.code = (mouseInVideoRegion && m_MouseCursorCapturedVisibilityState == SDL_DISABLE) ?
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SDL_CODE_HIDE_CURSOR : SDL_CODE_SHOW_CURSOR;
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SDL_PushEvent(&event);
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if (!mouseInVideoRegion && buttonState != 0) {
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// If we still have a button pressed on leave, wait for that to come up
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// before we stop sending mouse position events.
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m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
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}
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}
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m_MouseWasInVideoRegion = mouseInVideoRegion;
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}
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}
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}
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void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
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{
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if (!isCaptureActive()) {
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@ -181,26 +79,63 @@ void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
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return;
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}
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if (m_BatchMouseMotion) {
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// Batch until the next mouse polling window or we'll get awful
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// input lag everything except GFE 3.14 and 3.15.
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if (m_AbsoluteMouseMode) {
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updateMousePositionReport(event->x, event->y);
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if (m_AbsoluteMouseMode) {
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int windowWidth, windowHeight;
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SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
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SDL_Rect src, dst;
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bool mouseInVideoRegion;
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src.x = src.y = 0;
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src.w = m_StreamWidth;
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src.h = m_StreamHeight;
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dst.x = dst.y = 0;
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dst.w = windowWidth;
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dst.h = windowHeight;
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// Use the stream and window sizes to determine the video region
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StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
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mouseInVideoRegion = isMouseInVideoRegion(event->x,
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event->y,
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windowWidth,
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windowHeight);
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// Clamp motion to the video region
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short x = qMin(qMax(event->x - dst.x, 0), dst.w);
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short y = qMin(qMax(event->y - dst.y, 0), dst.h);
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// Send the mouse position update if one of the following is true:
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// a) it is in the video region now
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// b) it just left the video region (to ensure the mouse is clamped to the video boundary)
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// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
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Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
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if (buttonState == 0) {
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if (m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
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// Stop capturing the mouse now
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SDL_CaptureMouse(SDL_FALSE);
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m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
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}
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}
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else {
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SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
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SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
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if (mouseInVideoRegion || m_MouseWasInVideoRegion || m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
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LiSendMousePositionEvent(x, y, dst.w, dst.h);
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}
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// Adjust the cursor visibility if applicable
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if (mouseInVideoRegion ^ m_MouseWasInVideoRegion) {
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SDL_ShowCursor((mouseInVideoRegion && m_MouseCursorCapturedVisibilityState == SDL_DISABLE) ? SDL_DISABLE : SDL_ENABLE);
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if (!mouseInVideoRegion && buttonState != 0) {
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// If we still have a button pressed on leave, wait for that to come up
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// before we stop sending mouse position events.
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m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
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}
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}
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m_MouseWasInVideoRegion = mouseInVideoRegion;
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}
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else {
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// On Sunshine, we can send input immediately
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if (m_AbsoluteMouseMode) {
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updateMousePositionReport(event->x, event->y);
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flushMousePositionUpdate();
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}
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else {
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LiSendMouseMoveEvent(event->xrel, event->yrel);
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}
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LiSendMouseMoveEvent(event->xrel, event->yrel);
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}
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}
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@ -308,23 +243,6 @@ bool SdlInputHandler::isMouseInVideoRegion(int mouseX, int mouseY, int windowWid
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(mouseY >= dst.y && mouseY <= dst.y + dst.h);
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}
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Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
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{
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auto me = reinterpret_cast<SdlInputHandler*>(param);
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short deltaX = (short)SDL_AtomicSet(&me->m_MouseDeltaX, 0);
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short deltaY = (short)SDL_AtomicSet(&me->m_MouseDeltaY, 0);
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if (deltaX != 0 || deltaY != 0) {
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LiSendMouseMoveEvent(deltaX, deltaY);
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}
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// Send mouse position updates if applicable
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me->flushMousePositionUpdate();
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return interval;
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}
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void SdlInputHandler::updatePointerRegionLock()
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{
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// Pointer region lock is irrelevant in relative mouse mode
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@ -1636,15 +1636,6 @@ void Session::execInternal()
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m_VideoDecoder->renderFrameOnMainThread();
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}
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break;
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case SDL_CODE_HIDE_CURSOR:
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SDL_ShowCursor(SDL_DISABLE);
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break;
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case SDL_CODE_SHOW_CURSOR:
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SDL_ShowCursor(SDL_ENABLE);
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break;
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case SDL_CODE_UNCAPTURE_MOUSE:
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SDL_CaptureMouse(SDL_FALSE);
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break;
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case SDL_CODE_FLUSH_WINDOW_EVENT_BARRIER:
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m_FlushingWindowEventsRef--;
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break;
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