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  • alchemy/viewer
  • Miezhiko/alchemy-next
  • JennaHuntsman/xdg-integration
  • logue/alchemy-next
  • FelixWolf/alchemy-viewer
  • XenHat/xdg-integration
6 results
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Commits on Source (5)
......@@ -1255,7 +1255,6 @@ void LLTextEditor::addLineBreakChar(BOOL group_together)
setCursorPos(mCursorPos + pos);
}
BOOL LLTextEditor::handleSelectionKey(const KEY key, const MASK mask)
{
BOOL handled = FALSE;
......@@ -1785,6 +1784,18 @@ BOOL LLTextEditor::handleSpecialKey(const KEY key, const MASK mask)
autoIndent();
}
}
else if (mask == MASK_SHIFT)
{
if( mCursorPos > 0 )
{
const LLWString& text = getWText();
if( '\n' != text[ mCursorPos - 1 ] )
{
addLineBreakChar();
handled = TRUE;
}
}
}
else
{
handled = FALSE;
......
......@@ -1531,6 +1531,8 @@ endif (DARWIN)
if (LINUX)
LIST(APPEND viewer_SOURCE_FILES llappviewerlinux.cpp)
LIST(APPEND viewer_SOURCE_FILES llappviewerlinux_api_dbus.cpp)
LIST(APPEND viewer_SOURCE_FILES algamemode.cpp)
LIST(APPEND viewer_HEADER_FILES algamemode.h)
SET(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,--as-needed")
set(viewer_LIBRARIES
......
/**
* @file algamemode.cpp
* @brief Support for FeralInteractive's GameMode
*
* $LicenseInfo:firstyear=2021&license=viewerlgpl$
* Copyright (C) 2021, XenHat <me@xenh.at>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "algamemode.h"
#include "llerror.h"
#include "llviewercontrol.h"
#include "gamemode_client.h"
#include <boost/signals2.hpp>
void ALGameMode::init()
{
enable(gSavedSettings.getBool("AlchemyGameModeEnable"));
gSavedSettings.getControl("AlchemyGameModeEnable")->getCommitSignal()->connect(boost::bind(&ALGameMode::onToggleGameModeControl, this));
}
void ALGameMode::shutdown()
{
gamemode_request_end();
}
void ALGameMode::onToggleGameModeControl()
{
enable(gSavedSettings.getBool("AlchemyGameModeEnable"));
}
void ALGameMode::enable(const bool enable)
{
if (enable && getenv("DISABLE_GAMEMODE") != NULL)
{
LL_WARNS() << "The DISABLE_GAMEMODE environment variable has been set and therefore GameMode will not run." << LL_ENDL;
}
else if (mEnabled != enable)
{
mEnabled = enable;
enable ? gamemode_request_start() : gamemode_request_end();
if (gamemode_query_status() > 0)
{
LL_INFOS() << "GameMode enabled successfully" << LL_ENDL;
}
else
{
LL_INFOS() << "GameMode disabled." << LL_ENDL;
std::string errstr = gamemode_error_string();
if (errstr.length() > 0)
{
LL_WARNS() << "Gamemode returned the following error: '" << gamemode_error_string() << "'" << LL_ENDL;
}
}
}
}
/**
* @file algamemode.h
* @brief Support for FeralInteractive's GameMode
*
* $LicenseInfo:firstyear=2021&license=viewerlgpl$
* Copyright (C) 2021, XenHat <me@xenh.at>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
* $/LicenseInfo$
*/
#ifndef AL_GAMEMODE_H
#define AL_GAMEMODE_H
class ALGameMode final
{
public:
static ALGameMode &instance() { static ALGameMode inst; return inst;}
void enable(bool enable);
void init();
void shutdown();
protected:
void onToggleGameModeControl();
bool mEnabled;
short mStatus;
};
#endif // AL_GAMEMODE_H
......@@ -277,6 +277,17 @@
<key>Value</key>
<integer>0</integer>
</map>
<key>AlchemyGameModeEnable</key>
<map>
<key>Comment</key>
<string>Enables GameMode (Linux Only) for better performance.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>AlchemyHudTextFadeDistance</key>
<map>
<key>Comment</key>
......
/*
Copyright (c) 2017-2019, Feral Interactive
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of Feral Interactive nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef CLIENT_GAMEMODE_H
#define CLIENT_GAMEMODE_H
// hack: Forcefully disable auto game mode
#undef GAMEMODE_AUTO
/*
* GameMode supports the following client functions
* Requests are refcounted in the daemon
*
* int gamemode_request_start() - Request gamemode starts
* 0 if the request was sent successfully
* -1 if the request failed
*
* int gamemode_request_end() - Request gamemode ends
* 0 if the request was sent successfully
* -1 if the request failed
*
* GAMEMODE_AUTO can be defined to make the above two functions apply during static init and
* destruction, as appropriate. In this configuration, errors will be printed to stderr
*
* int gamemode_query_status() - Query the current status of gamemode
* 0 if gamemode is inactive
* 1 if gamemode is active
* 2 if gamemode is active and this client is registered
* -1 if the query failed
*
* int gamemode_request_start_for(pid_t pid) - Request gamemode starts for another process
* 0 if the request was sent successfully
* -1 if the request failed
* -2 if the request was rejected
*
* int gamemode_request_end_for(pid_t pid) - Request gamemode ends for another process
* 0 if the request was sent successfully
* -1 if the request failed
* -2 if the request was rejected
*
* int gamemode_query_status_for(pid_t pid) - Query status of gamemode for another process
* 0 if gamemode is inactive
* 1 if gamemode is active
* 2 if gamemode is active and this client is registered
* -1 if the query failed
*
* const char* gamemode_error_string() - Get an error string
* returns a string describing any of the above errors
*
* Note: All the above requests can be blocking - dbus requests can and will block while the daemon
* handles the request. It is not recommended to make these calls in performance critical code
*/
#include <stdbool.h>
#include <stdio.h>
#include <dlfcn.h>
#include <string.h>
#include <sys/types.h>
static char internal_gamemode_client_error_string[512] = { 0 };
/**
* Load libgamemode dynamically to dislodge us from most dependencies.
* This allows clients to link and/or use this regardless of runtime.
* See SDL2 for an example of the reasoning behind this in terms of
* dynamic versioning as well.
*/
static volatile int internal_libgamemode_loaded = 1;
/* Typedefs for the functions to load */
typedef int (*api_call_return_int)(void);
typedef const char *(*api_call_return_cstring)(void);
typedef int (*api_call_pid_return_int)(pid_t);
/* Storage for functors */
static api_call_return_int REAL_internal_gamemode_request_start = NULL;
static api_call_return_int REAL_internal_gamemode_request_end = NULL;
static api_call_return_int REAL_internal_gamemode_query_status = NULL;
static api_call_return_cstring REAL_internal_gamemode_error_string = NULL;
static api_call_pid_return_int REAL_internal_gamemode_request_start_for = NULL;
static api_call_pid_return_int REAL_internal_gamemode_request_end_for = NULL;
static api_call_pid_return_int REAL_internal_gamemode_query_status_for = NULL;
/**
* Internal helper to perform the symbol binding safely.
*
* Returns 0 on success and -1 on failure
*/
__attribute__((always_inline)) static inline int internal_bind_libgamemode_symbol(
void *handle, const char *name, void **out_func, size_t func_size, bool required)
{
void *symbol_lookup = NULL;
char *dl_error = NULL;
/* Safely look up the symbol */
symbol_lookup = dlsym(handle, name);
dl_error = dlerror();
if (required && (dl_error || !symbol_lookup)) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"dlsym failed - %s",
dl_error);
return -1;
}
/* Have the symbol correctly, copy it to make it usable */
memcpy(out_func, &symbol_lookup, func_size);
return 0;
}
/**
* Loads libgamemode and needed functions
*
* Returns 0 on success and -1 on failure
*/
__attribute__((always_inline)) static inline int internal_load_libgamemode(void)
{
/* We start at 1, 0 is a success and -1 is a fail */
if (internal_libgamemode_loaded != 1) {
return internal_libgamemode_loaded;
}
/* Anonymous struct type to define our bindings */
struct binding {
const char *name;
void **functor;
size_t func_size;
bool required;
} bindings[] = {
{ "real_gamemode_request_start",
(void **)&REAL_internal_gamemode_request_start,
sizeof(REAL_internal_gamemode_request_start),
true },
{ "real_gamemode_request_end",
(void **)&REAL_internal_gamemode_request_end,
sizeof(REAL_internal_gamemode_request_end),
true },
{ "real_gamemode_query_status",
(void **)&REAL_internal_gamemode_query_status,
sizeof(REAL_internal_gamemode_query_status),
false },
{ "real_gamemode_error_string",
(void **)&REAL_internal_gamemode_error_string,
sizeof(REAL_internal_gamemode_error_string),
true },
{ "real_gamemode_request_start_for",
(void **)&REAL_internal_gamemode_request_start_for,
sizeof(REAL_internal_gamemode_request_start_for),
false },
{ "real_gamemode_request_end_for",
(void **)&REAL_internal_gamemode_request_end_for,
sizeof(REAL_internal_gamemode_request_end_for),
false },
{ "real_gamemode_query_status_for",
(void **)&REAL_internal_gamemode_query_status_for,
sizeof(REAL_internal_gamemode_query_status_for),
false },
};
void *libgamemode = NULL;
/* Try and load libgamemode */
libgamemode = dlopen("libgamemode.so.0", RTLD_NOW);
if (!libgamemode) {
/* Attempt to load unversioned library for compatibility with older
* versions (as of writing, there are no ABI changes between the two -
* this may need to change if ever ABI-breaking changes are made) */
libgamemode = dlopen("libgamemode.so", RTLD_NOW);
if (!libgamemode) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"dlopen failed - %s",
dlerror());
internal_libgamemode_loaded = -1;
return -1;
}
}
/* Attempt to bind all symbols */
for (size_t i = 0; i < sizeof(bindings) / sizeof(bindings[0]); i++) {
struct binding *binder = &bindings[i];
if (internal_bind_libgamemode_symbol(libgamemode,
binder->name,
binder->functor,
binder->func_size,
binder->required)) {
internal_libgamemode_loaded = -1;
return -1;
};
}
/* Success */
internal_libgamemode_loaded = 0;
return 0;
}
/**
* Redirect to the real libgamemode
*/
__attribute__((always_inline)) static inline const char *gamemode_error_string(void)
{
/* If we fail to load the system gamemode, or we have an error string already, return our error
* string instead of diverting to the system version */
if (internal_load_libgamemode() < 0 || internal_gamemode_client_error_string[0] != '\0') {
return internal_gamemode_client_error_string;
}
return REAL_internal_gamemode_error_string();
}
/**
* Redirect to the real libgamemode
* Allow automatically requesting game mode
* Also prints errors as they happen.
*/
#ifdef GAMEMODE_AUTO
__attribute__((constructor))
#else
__attribute__((always_inline)) static inline
#endif
int gamemode_request_start(void)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
#ifdef GAMEMODE_AUTO
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
#endif
return -1;
}
if (REAL_internal_gamemode_request_start() < 0) {
#ifdef GAMEMODE_AUTO
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
#endif
return -1;
}
return 0;
}
/* Redirect to the real libgamemode */
#ifdef GAMEMODE_AUTO
__attribute__((destructor))
#else
__attribute__((always_inline)) static inline
#endif
int gamemode_request_end(void)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
#ifdef GAMEMODE_AUTO
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
#endif
return -1;
}
if (REAL_internal_gamemode_request_end() < 0) {
#ifdef GAMEMODE_AUTO
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
#endif
return -1;
}
return 0;
}
/* Redirect to the real libgamemode */
__attribute__((always_inline)) static inline int gamemode_query_status(void)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
return -1;
}
if (REAL_internal_gamemode_query_status == NULL) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"gamemode_query_status missing (older host?)");
return -1;
}
return REAL_internal_gamemode_query_status();
}
/* Redirect to the real libgamemode */
__attribute__((always_inline)) static inline int gamemode_request_start_for(pid_t pid)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
return -1;
}
if (REAL_internal_gamemode_request_start_for == NULL) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"gamemode_request_start_for missing (older host?)");
return -1;
}
return REAL_internal_gamemode_request_start_for(pid);
}
/* Redirect to the real libgamemode */
__attribute__((always_inline)) static inline int gamemode_request_end_for(pid_t pid)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
return -1;
}
if (REAL_internal_gamemode_request_end_for == NULL) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"gamemode_request_end_for missing (older host?)");
return -1;
}
return REAL_internal_gamemode_request_end_for(pid);
}
/* Redirect to the real libgamemode */
__attribute__((always_inline)) static inline int gamemode_query_status_for(pid_t pid)
{
/* Need to load gamemode */
if (internal_load_libgamemode() < 0) {
return -1;
}
if (REAL_internal_gamemode_query_status_for == NULL) {
snprintf(internal_gamemode_client_error_string,
sizeof(internal_gamemode_client_error_string),
"gamemode_query_status_for missing (older host?)");
return -1;
}
return REAL_internal_gamemode_query_status_for(pid);
}
#endif // CLIENT_GAMEMODE_H
......@@ -12,6 +12,10 @@
## - Avoids using the FMOD Studio or FMOD Ex ALSA audio driver.
#export LL_BAD_FMOD_ALSA=x
# Completely prevent gamemode from enabling even if set to true in the settings
# This can be useful if you run Alchemy on a battery-operated device (i.e. laptop)
# export DISABLE_GAMEMODE=1
## - Avoids the optional OpenGL extensions which have proven most problematic
## on some hardware. Disabling this option may cause BETTER PERFORMANCE but
## may also cause CRASHES and hangs on some unstable combinations of drivers
......
......@@ -40,6 +40,8 @@
#include <exception>
#include "algamemode.h"
// Sentry (https://sentry.io) crash reporting tool
#if defined(USE_SENTRY)
#include <sentry.h>
......@@ -116,6 +118,8 @@ int main( int argc, char **argv )
sentry_close();
#endif
ALGameMode::instance().shutdown();
return 0;
}
......@@ -142,6 +146,8 @@ bool LLAppViewerLinux::init()
bool success = LLAppViewer::init();
ALGameMode::instance().init();
return success;
}
......
......@@ -414,20 +414,19 @@ BOOL LLFloaterIMNearbyChat::handleKeyHere( KEY key, MASK mask )
{
BOOL handled = FALSE;
if( KEY_RETURN == key && mask == MASK_CONTROL)
if (KEY_RETURN == key && mask == (MASK_CONTROL|MASK_SHIFT))
{
// shout
sendChat(CHAT_TYPE_SHOUT);
// whisper
sendChat(CHAT_TYPE_WHISPER);
handled = TRUE;
}
else if (KEY_RETURN == key && mask == MASK_SHIFT)
else if( KEY_RETURN == key && mask == MASK_CONTROL)
{
// whisper
sendChat(CHAT_TYPE_WHISPER);
// shout
sendChat(CHAT_TYPE_SHOUT);
handled = TRUE;
}
if((mask == MASK_ALT) && isTornOff())
{
LLFloaterIMContainer* floater_container = LLFloaterIMContainer::getInstance();
......
......@@ -2637,6 +2637,14 @@ BOOL LLPanelPreference::postBuild()
gSavedSettings.getControl("ThrottleBandwidthKBPS")->getSignal()->connect(boost::bind(&LLPanelPreference::Updater::update, mBandWidthUpdater, _2));
}
#ifndef LL_LINUX
if (hasChild("enable_game_mode_check", TRUE))
{
getChild<LLCheckBoxCtrl>("enable_game_mode_check")->setEnabled(FALSE);
getChild<LLCheckBoxCtrl>("enable_game_mode_check")->setToolTip(LLTrans::getString("NotAvailableOnPlatform"));
}
#endif
#ifdef EXTERNAL_TOS
LLRadioGroup* ext_browser_settings = getChild<LLRadioGroup>("preferred_browser_behavior");
if (ext_browser_settings)
......
......@@ -247,6 +247,16 @@
name="allow_multiple_viewer_check"
top_pad="10"
width="237"/>
<check_box
control_name="AlchemyGameModeEnable"
follows="top|left"
height="15"
label="Enable Game Mode"
layout="topleft"
left="10"
name="enable_game_mode_check"
top_pad="5"
width="237"/>
<check_box
control_name="ForceShowGrid"
follows="top|left"
......
......@@ -4366,5 +4366,6 @@ and report the problem.
<string name="NotifyIncomingMessage">Incoming message from [NAME]...</string>
<string name="AvatarTyping">Typing</string>
<string name="UnknownAvatar">Unknown Avatar</string>
<string name="NotAvailableOnPlatform">Not availalbe on this platform</string>
</strings>