fix: Make sure glfw waits properly on Wayland
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686d47a59e
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@ -183,7 +183,6 @@ namespace hex {
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glfwWaitEvents();
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} else {
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// If the application is visible, render a frame
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glfwPollEvents();
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// If the application is in long sleep mode, only render a frame every 200ms
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// Long sleep mode is enabled automatically after a few frames if the window content hasn't changed
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@ -193,10 +192,9 @@ namespace hex {
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constexpr static auto LongSleepFPS = 5.0;
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const double timeout = std::max(0.0, (1.0 / LongSleepFPS) - (glfwGetTime() - m_lastStartFrameTime));
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auto endTime = std::chrono::steady_clock::now() + std::chrono::milliseconds(i64(timeout * 1000));
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while (!m_unlockFrameRate && std::chrono::steady_clock::now() < endTime) {
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std::this_thread::sleep_for(std::chrono::microseconds(100));
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}
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glfwWaitEventsTimeout(timeout);
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} else {
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glfwPollEvents();
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}
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}
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@ -222,11 +220,13 @@ namespace hex {
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} else if (targetFPS > 200) {
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glfwSwapInterval(0);
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} else {
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glfwSwapInterval(0);
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const auto frameTime = glfwGetTime() - m_lastStartFrameTime;
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const auto targetFrameTime = 1.0 / targetFPS;
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if (frameTime < targetFrameTime) {
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std::this_thread::sleep_for(std::chrono::milliseconds(i64((targetFrameTime - frameTime) * 1000)));
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if (!shouldLongSleep) {
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glfwSwapInterval(0);
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const auto frameTime = glfwGetTime() - m_lastStartFrameTime;
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const auto targetFrameTime = 1.0 / targetFPS;
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if (frameTime < targetFrameTime) {
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glfwWaitEventsTimeout(targetFrameTime - frameTime);
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}
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}
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}
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@ -610,7 +610,13 @@ namespace hex {
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previousVtxDataSize = vtxDataSize;
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}
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ImGui::UpdatePlatformWindows();
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if (shouldRender) {
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GLFWwindow *backupContext = glfwGetCurrentContext();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(backupContext);
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int displayWidth, displayHeight;
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glfwGetFramebufferSize(m_window, &displayWidth, &displayHeight);
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glViewport(0, 0, displayWidth, displayHeight);
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@ -623,10 +629,7 @@ namespace hex {
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m_unlockFrameRate = true;
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}
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GLFWwindow *backupContext = glfwGetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(backupContext);
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glfwPollEvents();
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// Process layout load requests
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// NOTE: This needs to be done before a new frame is started, otherwise ImGui won't handle docking correctly
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@ -773,11 +776,6 @@ namespace hex {
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win->m_unlockFrameRate = true;
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});
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glfwSetMouseButtonCallback(m_window, [](GLFWwindow *window, int, int, int) {
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auto win = static_cast<Window *>(glfwGetWindowUserPointer(window));
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win->m_unlockFrameRate = true;
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});
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glfwSetWindowFocusCallback(m_window, [](GLFWwindow *, int focused) {
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EventWindowFocused::post(focused == GLFW_TRUE);
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});
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