Remove mouse throttling code

This should be managed inside moonlight-common-c instead.
This commit is contained in:
Cameron Gutman 2023-02-14 20:39:56 -06:00
parent 332d4433c4
commit e1c4a488ed
4 changed files with 61 additions and 191 deletions

View file

@ -9,17 +9,12 @@
#include <QDir>
#include <QGuiApplication>
#define MOUSE_POLLING_INTERVAL 5
SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* computer, int streamWidth, int streamHeight)
: m_MultiController(prefs.multiController),
m_GamepadMouse(prefs.gamepadMouse),
m_SwapMouseButtons(prefs.swapMouseButtons),
m_ReverseScrollDirection(prefs.reverseScrollDirection),
m_SwapFaceButtons(prefs.swapFaceButtons),
m_BatchMouseMotion(computer->isNvidiaServerSoftware),
m_MouseMoveTimer(0),
m_MousePositionLock(0),
m_MouseWasInVideoRegion(false),
m_PendingMouseButtonsAllUpOnVideoRegionLeave(false),
m_PointerRegionLockActive(false),
@ -188,25 +183,6 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer* comput
SDL_zero(m_LastTouchDownEvent);
SDL_zero(m_LastTouchUpEvent);
SDL_zero(m_TouchDownEvent);
SDL_zero(m_MousePositionReport);
SDL_AtomicSet(&m_MouseDeltaX, 0);
SDL_AtomicSet(&m_MouseDeltaY, 0);
SDL_AtomicSet(&m_MousePositionUpdated, 0);
if (m_BatchMouseMotion) {
Uint32 pollingInterval = QString(qgetenv("MOUSE_POLLING_INTERVAL")).toUInt();
if (pollingInterval == 0) {
pollingInterval = MOUSE_POLLING_INTERVAL;
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using custom mouse polling interval: %u ms",
pollingInterval);
}
m_MouseMoveTimer = SDL_AddTimer(pollingInterval, SdlInputHandler::mouseMoveTimerCallback, this);
}
}
SdlInputHandler::~SdlInputHandler()
@ -226,7 +202,6 @@ SdlInputHandler::~SdlInputHandler()
}
}
SDL_RemoveTimer(m_MouseMoveTimer);
SDL_RemoveTimer(m_LongPressTimer);
SDL_RemoveTimer(m_LeftButtonReleaseTimer);
SDL_RemoveTimer(m_RightButtonReleaseTimer);
@ -405,7 +380,14 @@ void SdlInputHandler::setCaptureActive(bool active)
mouseY -= windowY;
if (isMouseInVideoRegion(mouseX, mouseY)) {
updateMousePositionReport(mouseX, mouseY);
// Synthesize a mouse event to synchronize the cursor
SDL_MouseMotionEvent motionEvent = {};
motionEvent.type = SDL_MOUSEMOTION;
motionEvent.timestamp = SDL_GetTicks();
motionEvent.windowID = SDL_GetWindowID(m_Window);
motionEvent.x = mouseX;
motionEvent.y = mouseY;
handleMouseMotionEvent(&motionEvent);
}
}
}

View file

@ -5,10 +5,6 @@
#include <SDL.h>
#define SDL_CODE_HIDE_CURSOR 1
#define SDL_CODE_SHOW_CURSOR 2
#define SDL_CODE_UNCAPTURE_MOUSE 3
struct GamepadState {
SDL_GameController* controller;
SDL_JoystickID jsId;
@ -87,10 +83,6 @@ public:
bool isMouseInVideoRegion(int mouseX, int mouseY, int windowWidth = -1, int windowHeight = -1);
void updateMousePositionReport(int mouseX, int mouseY);
void flushMousePositionUpdate();
void updateKeyboardGrabState();
void updatePointerRegionLock();
@ -126,9 +118,6 @@ private:
static
Uint32 longPressTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseMoveTimerCallback(Uint32 interval, void* param);
static
Uint32 mouseEmulationTimerCallback(Uint32 interval, void* param);
@ -147,17 +136,7 @@ private:
bool m_SwapMouseButtons;
bool m_ReverseScrollDirection;
bool m_SwapFaceButtons;
bool m_BatchMouseMotion;
SDL_TimerID m_MouseMoveTimer;
SDL_atomic_t m_MouseDeltaX;
SDL_atomic_t m_MouseDeltaY;
SDL_SpinLock m_MousePositionLock;
struct {
int x, y;
int windowWidth, windowHeight;
} m_MousePositionReport;
SDL_atomic_t m_MousePositionUpdated;
bool m_MouseWasInVideoRegion;
bool m_PendingMouseButtonsAllUpOnVideoRegionLeave;
bool m_PointerRegionLockActive;

View file

@ -62,114 +62,12 @@ void SdlInputHandler::handleMouseButtonEvent(SDL_MouseButtonEvent* event)
button = BUTTON_RIGHT;
}
// Ensure any pending mouse position update has been sent before we send
// our button event. This ensures that the cursor is in the correct location
// when the button event is issued.
//
// On platforms like macOS, the mouse doesn't track when the window isn't
// focused. When we gain focus via mouse click, we immediately get a mouse
// move event and a mouse button event. If we don't flush here, the button
// will probably arrive before the mouse timer issues the position update.
flushMousePositionUpdate();
LiSendMouseButtonEvent(event->state == SDL_PRESSED ?
BUTTON_ACTION_PRESS :
BUTTON_ACTION_RELEASE,
button);
}
void SdlInputHandler::updateMousePositionReport(int mouseX, int mouseY)
{
int windowWidth, windowHeight;
// Call SDL_GetWindowSize() before entering the spinlock
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
SDL_AtomicLock(&m_MousePositionLock);
m_MousePositionReport.x = mouseX;
m_MousePositionReport.y = mouseY;
m_MousePositionReport.windowWidth = windowWidth;
m_MousePositionReport.windowHeight = windowHeight;
SDL_AtomicUnlock(&m_MousePositionLock);
SDL_AtomicSet(&m_MousePositionUpdated, 1);
}
void SdlInputHandler::flushMousePositionUpdate()
{
bool hasNewPosition = SDL_AtomicSet(&m_MousePositionUpdated, 0) != 0;
if (hasNewPosition) {
// If the lock is held now, the main thread is trying to update
// the mouse position. We'll pick up the new position next time.
if (SDL_AtomicTryLock(&m_MousePositionLock)) {
SDL_Rect src, dst;
bool mouseInVideoRegion;
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = m_MousePositionReport.windowWidth;
dst.h = m_MousePositionReport.windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
mouseInVideoRegion = isMouseInVideoRegion(m_MousePositionReport.x,
m_MousePositionReport.y,
m_MousePositionReport.windowWidth,
m_MousePositionReport.windowHeight);
// Clamp motion to the video region
short x = qMin(qMax(m_MousePositionReport.x - dst.x, 0), dst.w);
short y = qMin(qMax(m_MousePositionReport.y - dst.y, 0), dst.h);
// Release the spinlock to unblock the main thread
SDL_AtomicUnlock(&m_MousePositionLock);
// Send the mouse position update if one of the following is true:
// a) it is in the video region now
// b) it just left the video region (to ensure the mouse is clamped to the video boundary)
// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
if (buttonState == 0) {
if (m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
// Tell the main thread to stop capturing the mouse now
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = SDL_CODE_UNCAPTURE_MOUSE;
SDL_PushEvent(&event);
m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
}
}
if (mouseInVideoRegion || m_MouseWasInVideoRegion || m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
LiSendMousePositionEvent(x, y, dst.w, dst.h);
}
// Adjust the cursor visibility if applicable
if (mouseInVideoRegion ^ m_MouseWasInVideoRegion) {
// We must push an event for the main thread to process, because it's not safe
// to directly can SDL_ShowCursor() on the arbitrary thread on which this timer
// executes.
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = (mouseInVideoRegion && m_MouseCursorCapturedVisibilityState == SDL_DISABLE) ?
SDL_CODE_HIDE_CURSOR : SDL_CODE_SHOW_CURSOR;
SDL_PushEvent(&event);
if (!mouseInVideoRegion && buttonState != 0) {
// If we still have a button pressed on leave, wait for that to come up
// before we stop sending mouse position events.
m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
}
}
m_MouseWasInVideoRegion = mouseInVideoRegion;
}
}
}
void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
{
if (!isCaptureActive()) {
@ -181,28 +79,65 @@ void SdlInputHandler::handleMouseMotionEvent(SDL_MouseMotionEvent* event)
return;
}
if (m_BatchMouseMotion) {
// Batch until the next mouse polling window or we'll get awful
// input lag everything except GFE 3.14 and 3.15.
if (m_AbsoluteMouseMode) {
updateMousePositionReport(event->x, event->y);
}
else {
SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
int windowWidth, windowHeight;
SDL_GetWindowSize(m_Window, &windowWidth, &windowHeight);
SDL_Rect src, dst;
bool mouseInVideoRegion;
src.x = src.y = 0;
src.w = m_StreamWidth;
src.h = m_StreamHeight;
dst.x = dst.y = 0;
dst.w = windowWidth;
dst.h = windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
mouseInVideoRegion = isMouseInVideoRegion(event->x,
event->y,
windowWidth,
windowHeight);
// Clamp motion to the video region
short x = qMin(qMax(event->x - dst.x, 0), dst.w);
short y = qMin(qMax(event->y - dst.y, 0), dst.h);
// Send the mouse position update if one of the following is true:
// a) it is in the video region now
// b) it just left the video region (to ensure the mouse is clamped to the video boundary)
// c) a mouse button is still down from before the cursor left the video region (to allow smooth dragging)
Uint32 buttonState = SDL_GetMouseState(nullptr, nullptr);
if (buttonState == 0) {
if (m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
// Stop capturing the mouse now
SDL_CaptureMouse(SDL_FALSE);
m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
}
}
else {
// On Sunshine, we can send input immediately
if (m_AbsoluteMouseMode) {
updateMousePositionReport(event->x, event->y);
flushMousePositionUpdate();
if (mouseInVideoRegion || m_MouseWasInVideoRegion || m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
LiSendMousePositionEvent(x, y, dst.w, dst.h);
}
// Adjust the cursor visibility if applicable
if (mouseInVideoRegion ^ m_MouseWasInVideoRegion) {
SDL_ShowCursor((mouseInVideoRegion && m_MouseCursorCapturedVisibilityState == SDL_DISABLE) ? SDL_DISABLE : SDL_ENABLE);
if (!mouseInVideoRegion && buttonState != 0) {
// If we still have a button pressed on leave, wait for that to come up
// before we stop sending mouse position events.
m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
}
}
m_MouseWasInVideoRegion = mouseInVideoRegion;
}
else {
LiSendMouseMoveEvent(event->xrel, event->yrel);
}
}
}
void SdlInputHandler::handleMouseWheelEvent(SDL_MouseWheelEvent* event)
{
@ -308,23 +243,6 @@ bool SdlInputHandler::isMouseInVideoRegion(int mouseX, int mouseY, int windowWid
(mouseY >= dst.y && mouseY <= dst.y + dst.h);
}
Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
{
auto me = reinterpret_cast<SdlInputHandler*>(param);
short deltaX = (short)SDL_AtomicSet(&me->m_MouseDeltaX, 0);
short deltaY = (short)SDL_AtomicSet(&me->m_MouseDeltaY, 0);
if (deltaX != 0 || deltaY != 0) {
LiSendMouseMoveEvent(deltaX, deltaY);
}
// Send mouse position updates if applicable
me->flushMousePositionUpdate();
return interval;
}
void SdlInputHandler::updatePointerRegionLock()
{
// Pointer region lock is irrelevant in relative mouse mode

View file

@ -1636,15 +1636,6 @@ void Session::execInternal()
m_VideoDecoder->renderFrameOnMainThread();
}
break;
case SDL_CODE_HIDE_CURSOR:
SDL_ShowCursor(SDL_DISABLE);
break;
case SDL_CODE_SHOW_CURSOR:
SDL_ShowCursor(SDL_ENABLE);
break;
case SDL_CODE_UNCAPTURE_MOUSE:
SDL_CaptureMouse(SDL_FALSE);
break;
case SDL_CODE_FLUSH_WINDOW_EVENT_BARRIER:
m_FlushingWindowEventsRef--;
break;