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.
This commit is contained in:
Nemirtingas
2019-09-03 17:24:34 +02:00
parent 9fa4053551
commit 1016e7f47f
4 changed files with 78 additions and 69 deletions

View File

@ -41,14 +41,14 @@ void X11_Hook::prepareForOverlay(Display *display, Window wnd)
{
if (!initialized)
{
ImGui_ImplX11_Init(display);
ImGui_ImplX11_Init(display, (void*)wnd);
game_wnd = wnd;
initialized = true;
}
ImGui_ImplX11_NewFrame((void*)wnd);
ImGui_ImplX11_NewFrame();
}
/////////////////////////////////////////////////////////////////////////////////////
@ -68,6 +68,65 @@ bool IgnoreEvent(XEvent &event)
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();
@ -76,53 +135,9 @@ int X11_Hook::MyXEventsQueued(Display *display, int mode)
if( res )
{
static Time prev_time = {};
XEvent event;
//inst->_XPeekEvent(display, &event);
XPeekEvent(display, &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(display, XK_Tab) && event.xkey.state & ShiftMask)
if (event.xkey.keycode == XKeysymToKeycode(display, 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(display, XK_Tab))
else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(display, XK_Tab))
{
prev_time = event.xkey.time;
}
if (show)
{
ImGui_ImplX11_EventHandler(event);
if (IgnoreEvent(event))
{
//inst->_XNextEvent(display, &event);
XNextEvent(display, &event);
return 0;
}
}
res = inst->check_for_overlay(display, res);
}
// XEventsQueued returns the num of events available.
// Usually, games tend to read all events queued before calling again XEventsQueued
// making us unavailable to intercept undesired events
return res;
}
@ -140,19 +155,9 @@ int X11_Hook::MyXPending(Display* display)
{
int res = Inst()->_XPending(display);
if( res && get_steam_client()->steam_overlay->ShowOverlay() )
if( res )
{
XEvent event;
//Inst()->_XPeekEvent(display, &event);
XPeekEvent(display, &event);
if( IgnoreEvent(event) )
{
ImGui_ImplX11_EventHandler(event);
//Inst()->_XNextEvent(display, &event);
XNextEvent(display, &event);
res = 0;
}
res = Inst()->check_for_overlay(display, res);
}
return res;