gbe_fork/overlay_experimental/linux/X11_Hook.cpp
Nemirtingas 1016e7f47f Fix lag on events
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.
2019-09-03 17:25:42 +02:00

206 lines
4.4 KiB
C++

#include "X11_Hook.h"
#include "../Renderer_Detector.h"
#include "../dll/dll.h"
#ifdef __LINUX__
#ifndef NO_OVERLAY
#include <imgui.h>
#include <impls/linux/imgui_impl_x11.h>
#include <dlfcn.h>
#include <unistd.h>
#include <fstream>
extern int ImGui_ImplX11_EventHandler(XEvent &event);
X11_Hook* X11_Hook::_inst = nullptr;
bool X11_Hook::start_hook()
{
bool res = true;
if (!hooked)
{
PRINT_DEBUG("Hooked X11\n");
hooked = true;
}
return res;
}
void X11_Hook::resetRenderState()
{
if (initialized)
{
game_wnd = 0;
initialized = false;
ImGui_ImplX11_Shutdown();
}
}
void X11_Hook::prepareForOverlay(Display *display, Window wnd)
{
if (!initialized)
{
ImGui_ImplX11_Init(display, (void*)wnd);
game_wnd = wnd;
initialized = true;
}
ImGui_ImplX11_NewFrame();
}
/////////////////////////////////////////////////////////////////////////////////////
// X11 window hooks
bool IgnoreEvent(XEvent &event)
{
switch(event.type)
{
// Keyboard
case KeyPress: case KeyRelease:
// MouseButton
case ButtonPress: case ButtonRelease:
// Mouse move
case MotionNotify:
return true;
}
return false;
}
int X11_Hook::check_for_overlay(Display *d, int num_events)
{
static Time prev_time = {};
X11_Hook* inst = Inst();
if( inst->initialized )
{
XEvent event;
while(num_events)
{
//inst->_XPeekEvent(d, &event);
XPeekEvent(d, &event);
Steam_Overlay* overlay = get_steam_client()->steam_overlay;
bool show = overlay->ShowOverlay();
// Is the event is a key press
if (event.type == KeyPress)
{
// Tab is pressed and was not pressed before
//if (event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask)
if (event.xkey.keycode == XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask)
{
// if key TAB is held, don't make the overlay flicker :p
if( event.xkey.time != prev_time)
{
overlay->ShowOverlay(!overlay->ShowOverlay());
if (overlay->ShowOverlay())
show = true;
}
}
}
//else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab))
else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(d, XK_Tab))
{
prev_time = event.xkey.time;
}
if (show)
{
ImGui_ImplX11_EventHandler(event);
if (IgnoreEvent(event))
{
//inst->_XNextEvent(d, &event);
XNextEvent(d, &event);
--num_events;
}
else
break;
}
else
break;
}
}
return num_events;
}
int X11_Hook::MyXEventsQueued(Display *display, int mode)
{
X11_Hook* inst = X11_Hook::Inst();
int res = inst->_XEventsQueued(display, mode);
if( res )
{
res = inst->check_for_overlay(display, res);
}
return res;
}
int X11_Hook::MyXNextEvent(Display* display, XEvent *event)
{
return Inst()->_XNextEvent(display, event);
}
int X11_Hook::MyXPeekEvent(Display* display, XEvent *event)
{
return Inst()->_XPeekEvent(display, event);
}
int X11_Hook::MyXPending(Display* display)
{
int res = Inst()->_XPending(display);
if( res )
{
res = Inst()->check_for_overlay(display, res);
}
return res;
}
/////////////////////////////////////////////////////////////////////////////////////
X11_Hook::X11_Hook() :
initialized(false),
hooked(false),
game_wnd(0),
_XEventsQueued(nullptr),
_XPeekEvent(nullptr),
_XNextEvent(nullptr),
_XPending(nullptr)
{
//_library = dlopen(DLL_NAME, RTLD_NOW);
}
X11_Hook::~X11_Hook()
{
PRINT_DEBUG("X11 Hook removed\n");
resetRenderState();
//dlclose(_library);
_inst = nullptr;
}
X11_Hook* X11_Hook::Inst()
{
if (_inst == nullptr)
_inst = new X11_Hook;
return _inst;
}
const char* X11_Hook::get_lib_name() const
{
return DLL_NAME;
}
#endif//NO_OVERLAY
#endif//#__LINUX__