mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 02:44:16 +08:00
1016e7f47f
Found on sanctum2, returning 0 in XPending & XEventsQueued make the SDL do something else than polling events and makes lag the event loop. Now the event loop returns 0 when there are no more events.
206 lines
4.4 KiB
C++
206 lines
4.4 KiB
C++
#include "X11_Hook.h"
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#include "../Renderer_Detector.h"
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#include "../dll/dll.h"
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#ifdef __LINUX__
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#ifndef NO_OVERLAY
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#include <imgui.h>
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#include <impls/linux/imgui_impl_x11.h>
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#include <dlfcn.h>
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#include <unistd.h>
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#include <fstream>
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extern int ImGui_ImplX11_EventHandler(XEvent &event);
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X11_Hook* X11_Hook::_inst = nullptr;
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bool X11_Hook::start_hook()
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{
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bool res = true;
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if (!hooked)
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{
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PRINT_DEBUG("Hooked X11\n");
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hooked = true;
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}
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return res;
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}
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void X11_Hook::resetRenderState()
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{
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if (initialized)
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{
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game_wnd = 0;
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initialized = false;
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ImGui_ImplX11_Shutdown();
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}
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}
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void X11_Hook::prepareForOverlay(Display *display, Window wnd)
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{
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if (!initialized)
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{
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ImGui_ImplX11_Init(display, (void*)wnd);
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game_wnd = wnd;
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initialized = true;
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}
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ImGui_ImplX11_NewFrame();
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// X11 window hooks
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bool IgnoreEvent(XEvent &event)
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{
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switch(event.type)
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{
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// Keyboard
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case KeyPress: case KeyRelease:
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// MouseButton
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case ButtonPress: case ButtonRelease:
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// Mouse move
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case MotionNotify:
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return true;
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}
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return false;
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}
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int X11_Hook::check_for_overlay(Display *d, int num_events)
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{
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static Time prev_time = {};
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X11_Hook* inst = Inst();
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if( inst->initialized )
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{
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XEvent event;
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while(num_events)
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{
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//inst->_XPeekEvent(d, &event);
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XPeekEvent(d, &event);
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Steam_Overlay* overlay = get_steam_client()->steam_overlay;
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bool show = overlay->ShowOverlay();
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// Is the event is a key press
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if (event.type == KeyPress)
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{
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// Tab is pressed and was not pressed before
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//if (event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask)
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if (event.xkey.keycode == XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask)
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{
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// if key TAB is held, don't make the overlay flicker :p
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if( event.xkey.time != prev_time)
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{
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overlay->ShowOverlay(!overlay->ShowOverlay());
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if (overlay->ShowOverlay())
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show = true;
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}
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}
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}
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//else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab))
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else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(d, XK_Tab))
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{
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prev_time = event.xkey.time;
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}
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if (show)
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{
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ImGui_ImplX11_EventHandler(event);
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if (IgnoreEvent(event))
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{
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//inst->_XNextEvent(d, &event);
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XNextEvent(d, &event);
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--num_events;
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}
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else
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break;
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}
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else
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break;
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}
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}
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return num_events;
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}
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int X11_Hook::MyXEventsQueued(Display *display, int mode)
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{
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X11_Hook* inst = X11_Hook::Inst();
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int res = inst->_XEventsQueued(display, mode);
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if( res )
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{
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res = inst->check_for_overlay(display, res);
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}
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return res;
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}
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int X11_Hook::MyXNextEvent(Display* display, XEvent *event)
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{
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return Inst()->_XNextEvent(display, event);
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}
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int X11_Hook::MyXPeekEvent(Display* display, XEvent *event)
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{
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return Inst()->_XPeekEvent(display, event);
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}
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int X11_Hook::MyXPending(Display* display)
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{
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int res = Inst()->_XPending(display);
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if( res )
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{
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res = Inst()->check_for_overlay(display, res);
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}
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return res;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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X11_Hook::X11_Hook() :
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initialized(false),
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hooked(false),
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game_wnd(0),
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_XEventsQueued(nullptr),
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_XPeekEvent(nullptr),
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_XNextEvent(nullptr),
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_XPending(nullptr)
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{
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//_library = dlopen(DLL_NAME, RTLD_NOW);
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}
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X11_Hook::~X11_Hook()
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{
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PRINT_DEBUG("X11 Hook removed\n");
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resetRenderState();
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//dlclose(_library);
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_inst = nullptr;
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}
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X11_Hook* X11_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new X11_Hook;
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return _inst;
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}
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const char* X11_Hook::get_lib_name() const
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{
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return DLL_NAME;
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}
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#endif//NO_OVERLAY
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#endif//#__LINUX__
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