Align input policy startup flow and fix gamepad reconnect handling
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This commit is contained in:
Joey Yakimowich-Payne 2026-02-12 01:36:36 -07:00
commit e88be5dce2
4 changed files with 65 additions and 4 deletions

View file

@ -890,6 +890,20 @@ void SdlInputHandler::handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event)
}
}
void SdlInputHandler::handleJoystickRemovalEvent(SDL_JoyDeviceEvent* event)
{
SDL_assert(event->type == SDL_JOYDEVICEREMOVED);
if (findStateForGamepad(event->which) == nullptr) {
return;
}
SDL_ControllerDeviceEvent controllerEvent = {};
controllerEvent.type = SDL_CONTROLLERDEVICEREMOVED;
controllerEvent.which = event->which;
handleControllerDeviceEvent(&controllerEvent);
}
void SdlInputHandler::rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
{
// Make sure the controller number is within our supported count

View file

@ -307,6 +307,41 @@ void SdlInputHandler::raiseAllMouseButtons()
LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
}
void SdlInputHandler::raiseAllGamepadInputs()
{
uint16_t raisedIndexMask = 0;
for (auto &state : m_GamepadState) {
if (state.controller == nullptr) {
continue;
}
state.buttons = 0;
state.lt = 0;
state.rt = 0;
state.lsX = 0;
state.lsY = 0;
state.rsX = 0;
state.rsY = 0;
state.emulatedClickpadButtonDown = false;
if ((raisedIndexMask & (1 << state.index)) != 0) {
continue;
}
LiSendMultiControllerEvent(state.index,
m_GamepadMask,
0,
0,
0,
0,
0,
0,
0);
raisedIndexMask |= (1 << state.index);
}
}
void SdlInputHandler::notifyMouseLeave()
{
// SDL on Windows doesn't send the mouse button up until the mouse re-enters the window

View file

@ -116,6 +116,8 @@ public:
void handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event);
void handleJoystickRemovalEvent(SDL_JoyDeviceEvent* event);
void sendText(QString& string);
void rumble(uint16_t controllerNumber, uint16_t lowFreqMotor, uint16_t highFreqMotor);
@ -136,6 +138,8 @@ public:
void raiseAllMouseButtons();
void raiseAllGamepadInputs();
void notifyMouseLeave();
void notifyFocusLost();

View file

@ -579,6 +579,10 @@ Session::Session(NvComputer* computer, NvApp& app, StreamingPreferences *prefere
void Session::setGamepadInputAllowed(bool allowed)
{
if (!allowed && m_InputHandler != nullptr) {
m_InputHandler->raiseAllGamepadInputs();
}
m_AllowGamepadInput.store(allowed, std::memory_order_relaxed);
sendInputPermissionStateToHost(LI_SESSION_INPUT_POLICY_REASON_USER_TOGGLE);
notifyInputPermissionState();
@ -777,7 +781,10 @@ void Session::applyHostInputPolicy(bool allowKeyboard, bool allowMouse, bool all
m_InputHandler->raiseAllMouseButtons();
}
m_AllowGamepadInput.store(allowGamepad, std::memory_order_relaxed);
const bool previousGamepad = m_AllowGamepadInput.exchange(allowGamepad, std::memory_order_relaxed);
if (previousGamepad && !allowGamepad && m_InputHandler != nullptr) {
m_InputHandler->raiseAllGamepadInputs();
}
if (reason != LI_SESSION_INPUT_POLICY_REASON_STREAM_START) {
notifyInputPermissionState();
@ -1925,8 +1932,6 @@ bool Session::startConnectionAsync()
return false;
}
sendInputPermissionStateToHost(LI_SESSION_INPUT_POLICY_REASON_STREAM_START);
emit connectionStarted();
return true;
}
@ -1970,7 +1975,7 @@ void Session::start()
s_ActiveSession = this;
m_AllowGamepadInput.store(true, std::memory_order_relaxed);
m_AllowKeyboardMouseInput.store(true, std::memory_order_relaxed);
m_AllowKeyboardMouseInput.store(false, std::memory_order_relaxed);
m_ManualAudioMuted.store(false, std::memory_order_relaxed);
m_AudioMuted.store(false, std::memory_order_relaxed);
m_AudioVolumeScalar.store(1.0f, std::memory_order_relaxed);
@ -2530,6 +2535,9 @@ void Session::exec()
case SDL_JOYDEVICEADDED:
m_InputHandler->handleJoystickArrivalEvent(&event.jdevice);
break;
case SDL_JOYDEVICEREMOVED:
m_InputHandler->handleJoystickRemovalEvent(&event.jdevice);
break;
case SDL_FINGERDOWN:
case SDL_FINGERMOTION:
case SDL_FINGERUP: