Flush mouse position before sending a mouse button event

This commit is contained in:
Cameron Gutman
2020-09-05 14:50:38 -07:00
parent 4722ea6096
commit b97ae25f93
2 changed files with 80 additions and 63 deletions

View File

@@ -84,6 +84,8 @@ public:
void updateMousePositionReport(int mouseX, int mouseY);
void flushMousePositionUpdate();
static
QString getUnmappedGamepads();

View File

@@ -62,6 +62,15 @@ 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 :
@@ -85,6 +94,73 @@ void SdlInputHandler::updateMousePositionReport(int mouseX, int mouseY)
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) {
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 ? 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()) {
@@ -166,69 +242,8 @@ Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
LiSendMouseMoveEvent(deltaX, deltaY);
}
bool hasNewPosition = SDL_AtomicSet(&me->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(&me->m_MousePositionLock)) {
SDL_Rect src, dst;
bool mouseInVideoRegion;
src.x = src.y = 0;
src.w = me->m_StreamWidth;
src.h = me->m_StreamHeight;
dst.x = dst.y = 0;
dst.w = me->m_MousePositionReport.windowWidth;
dst.h = me->m_MousePositionReport.windowHeight;
// Use the stream and window sizes to determine the video region
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
mouseInVideoRegion = me->isMouseInVideoRegion(me->m_MousePositionReport.x,
me->m_MousePositionReport.y,
me->m_MousePositionReport.windowWidth,
me->m_MousePositionReport.windowHeight);
// Clamp motion to the video region
short x = qMin(qMax(me->m_MousePositionReport.x - dst.x, 0), dst.w);
short y = qMin(qMax(me->m_MousePositionReport.y - dst.y, 0), dst.h);
// Release the spinlock to unblock the main thread
SDL_AtomicUnlock(&me->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) {
me->m_PendingMouseButtonsAllUpOnVideoRegionLeave = false;
}
if (mouseInVideoRegion || me->m_MouseWasInVideoRegion || me->m_PendingMouseButtonsAllUpOnVideoRegionLeave) {
LiSendMousePositionEvent(x, y, dst.w, dst.h);
}
// Adjust the cursor visibility if applicable
if (mouseInVideoRegion ^ me->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 ? 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.
me->m_PendingMouseButtonsAllUpOnVideoRegionLeave = true;
}
}
me->m_MouseWasInVideoRegion = mouseInVideoRegion;
}
}
// Send mouse position updates if applicable
me->flushMousePositionUpdate();
#ifdef Q_OS_WIN32
// See comment in SdlInputHandler::notifyMouseLeave()