Move clipboard processing to a separate thread to avoid blocking the main thread during pastes

This commit is contained in:
Cameron Gutman 2021-02-07 17:18:35 -06:00
parent 8372717a09
commit 05e4c5b507
4 changed files with 108 additions and 19 deletions

View File

@ -2,6 +2,34 @@
#include <QString>
int SdlInputHandler::clipboardThreadProc(void *ptr)
{
auto me = (SdlInputHandler*)ptr;
while (!SDL_AtomicGet(&me->m_ShutdownClipboardThread)) {
QString clipboardData;
SDL_LockMutex(me->m_ClipboardLock);
for (;;) {
clipboardData = me->m_ClipboardData;
me->m_ClipboardData.clear();
if (!clipboardData.isEmpty() || SDL_AtomicGet(&me->m_ShutdownClipboardThread)) {
break;
}
SDL_CondWait(me->m_ClipboardHasData, me->m_ClipboardLock);
}
SDL_UnlockMutex(me->m_ClipboardLock);
// We might get here on shutdown, so don't send text if there's
// nothing to send.
if (!clipboardData.isEmpty()) {
me->sendText(clipboardData);
}
}
return 0;
}
#define MAP_KEY(c, sc) \
case c: \
event.key.keysym.scancode = sc; \
@ -13,14 +41,18 @@
event.key.keysym.mod = KMOD_SHIFT; \
break
void SdlInputHandler::sendText(const char* text)
void SdlInputHandler::sendText(QString& string)
{
QString string = QString::fromUtf8(text);
for (int i = 0; i < string.size(); i++) {
char16_t c = string[i].unicode();
SDL_Event event = {};
// If we're sending a very long string, we might get a termination request
// while we're in the middle of sending a string. In that case, just bail.
if (SDL_AtomicGet(&m_ShutdownClipboardThread)) {
return;
}
if (c >= 'A' && c <= 'Z') {
event.key.keysym.scancode = (SDL_Scancode)((c - 'A') + SDL_SCANCODE_A);
event.key.keysym.mod = KMOD_SHIFT;
@ -125,6 +157,16 @@ void SdlInputHandler::sendText(const char* text)
}
}
if (event.key.keysym.mod & KMOD_SHIFT) {
SDL_Event modifierEvent = {};
modifierEvent.type = SDL_KEYDOWN;
modifierEvent.key.state = SDL_PRESSED;
modifierEvent.key.keysym.scancode = SDL_SCANCODE_LSHIFT;
handleKeyEvent(&modifierEvent.key);
SDL_Delay(10);
}
event.type = SDL_KEYDOWN;
event.key.state = SDL_PRESSED;
handleKeyEvent(&event.key);
@ -134,5 +176,15 @@ void SdlInputHandler::sendText(const char* text)
event.type = SDL_KEYUP;
event.key.state = SDL_RELEASED;
handleKeyEvent(&event.key);
if (event.key.keysym.mod & KMOD_SHIFT) {
SDL_Event modifierEvent = {};
modifierEvent.type = SDL_KEYUP;
modifierEvent.key.state = SDL_RELEASED;
modifierEvent.key.keysym.scancode = SDL_SCANCODE_LSHIFT;
handleKeyEvent(&modifierEvent.key);
SDL_Delay(10);
}
}
}

View File

@ -34,7 +34,8 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
m_RightButtonReleaseTimer(0),
m_DragTimer(0),
m_DragButton(0),
m_NumFingersDown(0)
m_NumFingersDown(0),
m_ClipboardData()
{
// Allow gamepad input when the app doesn't have focus if requested
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, prefs.backgroundGamepad ? "1" : "0");
@ -196,6 +197,13 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
}
m_MouseMoveTimer = SDL_AddTimer(pollingInterval, SdlInputHandler::mouseMoveTimerCallback, this);
// Initialize state used by the clipboard thread before we start it
SDL_AtomicSet(&m_ShutdownClipboardThread, 0);
m_ClipboardHasData = SDL_CreateCond();
m_ClipboardLock = SDL_CreateMutex();
m_ClipboardThread = SDL_CreateThread(SdlInputHandler::clipboardThreadProc, "Clipboard Sender", this);
}
SdlInputHandler::~SdlInputHandler()
@ -221,6 +229,17 @@ SdlInputHandler::~SdlInputHandler()
SDL_RemoveTimer(m_RightButtonReleaseTimer);
SDL_RemoveTimer(m_DragTimer);
// Wake up the clipboard thread to terminate it
SDL_AtomicSet(&m_ShutdownClipboardThread, 1);
SDL_CondBroadcast(m_ClipboardHasData);
// Wait for it to terminate
SDL_WaitThread(m_ClipboardThread, nullptr);
// Now we can safely clean up its resources
SDL_DestroyCond(m_ClipboardHasData);
SDL_DestroyMutex(m_ClipboardLock);
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_QuitSubSystem(SDL_INIT_HAPTIC);
SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));

View File

@ -65,7 +65,7 @@ public:
void handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event);
void sendText(const char* text);
void sendText(QString& string);
void rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
@ -136,6 +136,9 @@ private:
static
Uint32 dragTimerCallback(Uint32 interval, void* param);
static
int clipboardThreadProc(void *ptr);
SDL_Window* m_Window;
bool m_MultiController;
bool m_GamepadMouse;
@ -187,5 +190,11 @@ private:
char m_DragButton;
int m_NumFingersDown;
SDL_Thread* m_ClipboardThread;
SDL_atomic_t m_ShutdownClipboardThread;
QString m_ClipboardData;
SDL_cond* m_ClipboardHasData;
SDL_mutex* m_ClipboardLock;
static const int k_ButtonMap[];
};

View File

@ -94,12 +94,13 @@ void SdlInputHandler::performPendingSpecialKeyCombo()
"Detected paste text combo");
const char* text;
if (SDL_HasClipboardText() && (text = SDL_GetClipboardText()) != nullptr) {
// Reset pending key combo before pasting,
// otherwise it will ignore our keypresses.
m_PendingKeyCombo = KeyComboMax;
// Append this data to the clipboard data string for the thread to process
SDL_LockMutex(m_ClipboardLock);
m_ClipboardData.append(text);
SDL_CondSignal(m_ClipboardHasData);
SDL_UnlockMutex(m_ClipboardLock);
// Send the text and free it as required by SDL
sendText(text);
// SDL_GetClipboardText() allocates, so we must free
SDL_free((void*)text);
}
else {
@ -117,13 +118,17 @@ void SdlInputHandler::performPendingSpecialKeyCombo()
m_PendingKeyCombo = KeyComboMax;
}
#define IS_SYNTHETIC_KEY_EVENT(x) ((x)->timestamp == 0)
void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
{
short keyCode;
char modifiers;
// Check for our special key combos
if ((event->state == SDL_PRESSED) &&
// Ignore timestamp == 0 which are sent from our keyboard code.
if (!IS_SYNTHETIC_KEY_EVENT(event) &&
(event->state == SDL_PRESSED) &&
(event->keysym.mod & KMOD_CTRL) &&
(event->keysym.mod & KMOD_ALT) &&
(event->keysym.mod & KMOD_SHIFT)) {
@ -157,7 +162,7 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
}
}
if (event->state == SDL_PRESSED && m_PendingKeyCombo != KeyComboMax) {
if (!IS_SYNTHETIC_KEY_EVENT(event) && event->state == SDL_PRESSED && m_PendingKeyCombo != KeyComboMax) {
// Ignore further key presses until the special combo is raised
return;
}
@ -401,12 +406,16 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
}
}
// Track the key state so we always know which keys are down
if (event->state == SDL_PRESSED) {
m_KeysDown.insert(keyCode);
}
else {
m_KeysDown.remove(keyCode);
// If this is a synthetic keypress from the clipboard code,
// this will be on a non-main thread, so don't touch m_KeysDown.
if (!IS_SYNTHETIC_KEY_EVENT(event)) {
// Track the key state so we always know which keys are down
if (event->state == SDL_PRESSED) {
m_KeysDown.insert(keyCode);
}
else {
m_KeysDown.remove(keyCode);
}
}
LiSendKeyboardEvent(0x8000 | keyCode,
@ -414,7 +423,7 @@ void SdlInputHandler::handleKeyEvent(SDL_KeyboardEvent* event)
KEY_ACTION_DOWN : KEY_ACTION_UP,
modifiers);
if (m_PendingKeyCombo != KeyComboMax && m_KeysDown.isEmpty()) {
if (!IS_SYNTHETIC_KEY_EVENT(event) && m_PendingKeyCombo != KeyComboMax && m_KeysDown.isEmpty()) {
int keys;
const Uint8 *keyState = SDL_GetKeyboardState(&keys);