Don't pump events in SdlGamepadKeyNavigation

This can cause reentrancy issues by invoking Qt-based event
processing while in the context of SDL (via libdecor's GTK loop).

Fixes #1802
This commit is contained in:
Cameron Gutman
2026-01-26 18:19:55 -06:00
parent e4be57db5d
commit d5b7ef0c58

View File

@@ -51,7 +51,11 @@ void SdlGamepadKeyNavigation::enable()
// on first init of the GC subsystem. We can't depend on them due to
// overlapping lifetimes of SdlGamepadKeyNavigation instances, so we
// will attach ourselves.
SDL_PumpEvents();
//
// NB: We use SDL_JoystickUpdate() instead of SDL_PumpEvents() because
// the latter can do a bit more work that we want (like handling video
// events that we intentionally do not want to process yet).
SDL_JoystickUpdate();
SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
// Open all currently attached game controllers
@@ -99,17 +103,19 @@ void SdlGamepadKeyNavigation::onPollingTimerFired()
{
SDL_Event event;
// Update joystick state without pumping other events (see enable() comment)
SDL_JoystickUpdate();
// Discard any pending button events on the first poll to avoid picking up
// stale input data from the stream session (like the quit combo).
if (m_FirstPoll) {
SDL_PumpEvents();
SDL_FlushEvent(SDL_CONTROLLERBUTTONDOWN);
SDL_FlushEvent(SDL_CONTROLLERBUTTONUP);
m_FirstPoll = false;
}
while (SDL_PollEvent(&event)) {
// Peep events rather than polling to avoid calling SDL_PumpEvents()
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
switch (event.type) {
case SDL_QUIT:
// SDL may send us a quit event since we initialize