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

@@ -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()) {
@@ -181,26 +79,63 @@ 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);
if (m_AbsoluteMouseMode) {
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 {
SDL_AtomicAdd(&m_MouseDeltaX, event->xrel);
SDL_AtomicAdd(&m_MouseDeltaY, event->yrel);
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 {
// On Sunshine, we can send input immediately
if (m_AbsoluteMouseMode) {
updateMousePositionReport(event->x, event->y);
flushMousePositionUpdate();
}
else {
LiSendMouseMoveEvent(event->xrel, event->yrel);
}
LiSendMouseMoveEvent(event->xrel, event->yrel);
}
}
@@ -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